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[SPOILERS] This Land is Your Land, This Land is My Land. But Mostly Mine.

(August 14th, 2014, 18:33)yuris125 Wrote: Hey guys, a reminder that I will not be able to play the next turn until Monday afternoon. As I'm at war, I cannot give lurker instructions this time. Sorry for the delay this will cause

Stuff like this is going to make this game take absolutely forever. The 40 hours turn is already bloodcurdlingly long without a further delay. Everyone is going to end up at war at some point. We need to get away from the default being that we will wait and adopt more of a play on attitude.

Someone please tell me if I'm going across the line and becoming unreasonable in my expectations. There are too many players in this game for any single player to delay things for long. I don't care about the particulars of this specific war, I care about a broadly based policy to use as guidance for the remainder of the game. If this is our precedent then we may never finish this game.

Am I wrong? I know this ought to be hashed out in the tech thread, but I've been this road a few times now and don't want to be the only one banging the drums to play on if no one else (except OH) is with me.
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I'm not sure why you expected to finish the game to begin with. lol
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Yeah, over-under of about turn 150 I'd say.
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Damned pessimists. If that's the case the. There's no reason not to hash things out in the tech thread...mischief
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I think its worth saying something. This was never going to be a try hard game as pitched, right?

Also, the over/under keeps sliding, at t0 it was about t50.
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(August 15th, 2014, 08:37)Ceiliazul Wrote: I think its worth saying something. This was never going to be a try hard game as pitched, right?

Also, the over/under keeps sliding, at t0 it was about t50.

I'm trying hard to win, and trying hard(er?) to keep sliding the over/under further into the future. I'm really enjoying this game, I look forward to it every day few days. The delay will just give me time to play in my sandbox, which I haven't been able to take advantage of lately due to a severe lack of time, but I absolutely hate the precedent that if you're at war and can't play that turn for whatever reason that 30-something people just have to wait until you can play again. What is the limit on how long we'll wait? Two days? Four? Better not to get into a numbers game and just shut it down ahead of time. I want people to be able to get away from the game, but there must be someone around who can competently manage a war turn. Or, know the possible scenarios in advance (not all, that's impossible, but the major possibilities) and plan accordingly for a sub.

Sigh. I'm tired, hungry, and cranky. Forget that last bit. I have a turn to play and the sun is still shining. Life is good. twirl
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Hey now, it's normal for the betting lines to move continuously. You just get the one that was active when you placed your bet.
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(August 15th, 2014, 18:48)NobleHelium Wrote: Hey now, it's normal for the betting lines to move continuously. You just get the one that was active when you placed your bet.

Well, we're already over the number that I had pegged when the game began. I don't remember exactly what that number was but this is surely over. I'm still hopeful we'll reach a victory condition, or at least determine quarter-finalists (a winner for each region). My goal is to win my part of the bracket. I don't know what the other brackets look like, this could be a fun lurker activity while the rest of us (basically me, actually) fight over turn length in the tech thread. lol

T120

Team Badass were indeed in a golden age, and it is now over. I have no doubt they got more out of their GA than I did, since they have a massive 19 cities. yikes Go be badasses. thumbsup

Closer to home, plako went ahead and scouted in my borders.



I thought we had a deal, man! I should probably have just killed his scout in Caledorn's lands after it was ported out, but I wanted to emphasize the point that it wasn't a misclick accident that the scout lives (After this picture was taken I moved an archer 1E of the scout. One dead scout doesn't help me much, just a GG point, but one pissed off plako helps not at all, although I don't think he's really going to declare a vendetta over a scout. Anyway, I offered a cease fire and will watch him waddle away, or die.

Yes, this is weakish play, but I don't know where he is or how far away and he does know where I am. I have a scouting Trireme waiting for open borders by wetbandit (I'm not holding my breath). I think plako may be over that way someplace. I would have seen his galley if his scout had been dropped off from the east. I'm pretty sure I scouted to the western edge of this landmass and that it is just me, Caledorn, Q, and Ruff, but I could be wrong about that. Anyway, even if he is on the next landmass, taht's still several opponents away, so I ought to just kill his scout and be done with it. Consequences won't get here until many turns from now, and he'll have forgotten by Christmas 2015 that this even happened. mischief

Cities:




































Three turns of enforced peace remain with wetbandit.


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I just accidentally clicked the lurker thread and noted that someone (noble?) had quoted something that I wrote above about perhaps opponents having Guilds and the eek smiley. I realized immediately that this wasn't the tech thread and backed out.

I'd post this in the tech thread for full disclosure except that it's spoilery. I hope you guys are enjoying my hyper-paranoia. I don't think anyone has Guilds. Yet.
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T121












Cities:



Still growing.



Finally time for some units.





I've been slow playing the National Epic a bit to give myself plenty of time on the 80/20 shot at the great prophet in GV. I want to grow as big as possible to maximize the number of specialists I'll be able to run, and now is the best time despite slowing down the build. Three turns left.











Another worker, 60/60 EoT with the workshop finishing this turn. Look how great I am (foreshadowing)...



I have two archers on the galley ready to disembark next turn in the city. Walls and a decent garrison, plus the ability to push out third ring borders before a potential attack should have me in decent shape.









I've removed the axe back toward Lamar Valley in response to Azza's galley showing up. If someone attacks East Entrance with a loaded galley it almost certainly falls, but I've been on the knife's edge of way-too-weak for a long time now and this is what I've allowed to happen. If someone takes out this city, good for them and I'll have deserved it. But I'm not taking any chances with my NE city, so out marches the axe.

Stats and demos:





#2 GNP is between 600 (my IW rate at 100%) and 567 (my IW rate at 90%). #1 is still an eye-popping 841 as OH/Fin continue to burn through their gold stockpile. Also, Xenu is sitting on a nice stack of cash.
















I like this troop configuration much better than previously; off my borders.



Hindu shrine, a cease fire with plako (no peace, in case he decides to get nosy with his scout again), and a merchant out in the fog. A ToA fail shrine fail? An intentional bulb for knights? Who knows?? Lurkers! nod
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