December 31st, 2014, 11:36
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I played the turn merrily, all happy at how things were going to be fine in the end, I double whipped Lobambus, and then I saw this.
I could cheat and roll next turn, using the 10s of barbarian inaction at the turn split to send the axe into the city, but that wouldn't be fair to the barbarian civ who has decided to destroy my life.
Seriously, the warrior just west of Lobambus was fogbusting that area like 5 turns ago, it means that in the past 4 turns the game randomly decided to pop a barb axeman right there and send it straight at Lobambus through the only tiles I can't see. At least it's not going after the stone city, which would have no way to whip an axe.
So it's going to be axe vs c1 axe in 2 turns, I hope the RNG will be kind this time. Else he takes the city (hopefully doesn't rase it) and I take it the turn after with my other axe.
December 31st, 2014, 16:49
(This post was last modified: December 31st, 2014, 16:51 by Old Harry.)
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Oh dear. Did do something to the barbs in a previous life? I think they always keep a city if possible, but I didn't know it was possible to move before them if you roll the turn - any lurker input on how cheesy that would be? (My guess is that Krill will think involuntary euthanasia is the only reasonable punishment.) There is a chance the barb will pillage the pigs instead of attacking anyway...
Did you get an "Enemy Spotted" message in the turn log? I usually try to start a turn by checking that for just this sort of situation.
Edit: And if you have Masonry already then improving the stone is better than roading it.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
December 31st, 2014, 16:58
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Honestly if you double move the barbs I'm more likely going to think this:
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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I actually hope he pillages the pig, that way the second axe can come and help. With all the workers I'm building I soon won't have to worry about them.
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Today we met Dreylin (or more precisely he found us).
January 2nd, 2015, 05:02
(This post was last modified: January 2nd, 2015, 05:03 by AdrienIer.)
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Good news is the axe pillaged the pig, he'll be hit next turn by 2 C1 axes with 70% odds. Bad news is there's another axe coming...
I'm considering building the GW. I'm getting stone in 8t, and in any case I'll gladly take the failgold.
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Don't build the GW, place two axes NE and 2S of the new axe and you fogbust that whole area. Saves you 150 hammers.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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100 hammers actually with stone (well maybe 110 due to rounding down the bonus), with no possibility for a bad roll that would let barbs past my defenses. I have 8 turns to think about it anyway.
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The game has stopped pretending...
Winning by the smallest margin possible sounds like a great deed doesn't it ?
Anyway this means that I'll probably need to whip the city once again to be safe. Remember when this city was supposed to be pumping settlers ? I haven't spent a turn building one for ages.
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For your next game: this is why going overboard on warriors and using them to barb bust before axes can spawn is the best way to deal with axes. Failing that, get chariots. Copper is less important that horse. Chariots also get good enough odds on axes that it's reasonably easy to get a HE unit against barb axes and warriors.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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