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[SPOILERS!] Grimace and wetbandit hope to stay on their side of the DMZ

Turns 105 & 106

Turn 105 was uneventful, but this turn, guess what I saw:


Elum's got a settler and a spear over in that area. I assume he's going to nab the rice, since he wouldn't be there if he wasn't heading for that area. And there's jack squat we can do about it. I mean, we could go axe him to leave, but that would put us at war. On the other hand, power is about equal between us:


But we could change that fairly quickly with a buildup. I think we're going to end up at war with him inevitably. With Whosit we have a pretty well-defined border now, but since Elum came south of those peaks, he's sort of encroaching on areas that would be within our sphere of influence, and I don't see any reason to allow him to do so any longer than we absolutely have to.

Yamato finished its courthouse, and I stagnated it by giving up the sheep and working a Spy specialist, which will give us a GP in 8 turns. I set the build to be a Galley, as we may need one (or more) down there fairly soon. It'll build in 4 turns.

Big E will do a 2-pop whip next turn on its settler -- then what next? Courthouse? Maintenance is currently 3.63gpt. Market? It's producing 29gpt at 0% science, so we'd gain another 7gpt or so at 0%. Units?

And, given we're going to lose the eastern rice, what should be our next city on the mainland when E's settler comes out, as that was going to be the next one?

I used our missionary on Yorktown, pinched as it is between Whosit and Elum. It's borders will now pop in 4 turns. I also went to 100% science as we can finish Monotheism in 1 turn.

Since the road to the elephant city finished this turn, I built our newest city: Admiral Graf Spee


The Admiral Graf Spee was a Deutchland-class heavy cruiser (though often called a "pocket battleship") that was built in order to "cheat" the size limitations of the Treaty of Versailles that ended WWI. Through the early part of WWII she was a commerce raider, sinking 9 merchant ships in the Atlantic before being confronted by 3 British cruisers at the Battle of the River Plate. Though she inflicted heavy damage on the British ships, she too suffered damage and she put into the neutral port of Montevideo. During this time, the British sent out messages on frequencies they knew the German's could intercept that they had a large force converging to finish her off (though no such thing was possible at that time). The captain, believing the signals, ordered the ship abandoned and scuttled her in the river in order to prevent the Allies capturing her. He then laid down on the ship's battle ensign in his hotel room and committed suicide by shooting himself in the head.
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Ugh, he's got quite a few units around there too which would make that city very tough to dislodge in the immediate future. We'd need to wait for Hwachas. We will probably end up at war with him given our borders.

I'm surprised at how little space we have, perhaps because we didn't expand out. I didn't anticipate that. cry Maybe we can go grab land to the northwest towards Whosit, is that area still free?

Are you going to run down the rest of the Japanese battleships afterward? Hosho, Nagano, Mutsu? Maybe some other parts of the KB? Been following some grognard WW2 game lately on matrix games forums which has given me all these names.
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Actually, he moved his other units back. I can only see the spear escorting the settler right now. And with a narrow opening leading to the bulk of his territory, we can block him off from reinforcing fairly easily. Unfortunately, we do lack the power for a protracted war right now. And really, we've expanded about as fast as we can. We're on par with the city leaders right now (we'll have another island city in 2 turns, and E's settler will be available this next turn). The pig/horse spot was a higher priority than the rice, and if we had gone the other way we probably would have lost pig/horse.

But, given that, where should our next city be? The sheep filler city? The north city on the plains hill? The canal city north of Tirpitz?

As far as names go, I was going to switch between battleships and fleet carriers. For the US, as well. German's didn't really use carriers much since their aircraft were almost exclusively land-based, so we'll stick with battleships and cruisers there.
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The sheep filler city won't kill us for maintenance, although that sheep tile won't be in our culture for awhile, right? In the meantime, it can borrow the pigs from E while it stagnates on cottages.

What about the whale island?
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Whale island will be laid down in 2 turns. Settler is on the galley and will debark this turn, build next turn.

Only thing is the sheep city is already in our borders and we can build it any time, whereas the other ones are theoretically open to settling by Elum. I'm actually thinking the northern hill city might make the next best, as it extends our borders and impedes any other cities Elum might want to lay down in that region.
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(February 2nd, 2015, 12:43)Grimace Wrote: Only thing is the sheep city is already in our borders and we can build it any time, whereas the other ones are theoretically open to settling by Elum. I'm actually thinking the northern hill city might make the next best, as it extends our borders and impedes any other cities Elum might want to lay down in that region.

The strategic value of that city probably outweighs any other location then.
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Turn 108

Finished Monotheism and start Monarchy this turn. It'll take us 4 turns of 0% then 2 turns of 100% to get it (which will probably change as new cities come online).

Elum planted his city this turn, and it's in an annoying location.


Blocks out two of our cities.

E finished its whipped settler this turn and I started moving him towards the northern plains hill. E also started building a new settler so it doesn't grow as it's at its happy cap now.

And that's the excitement for this round!
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That is annoying and very pink dotty.
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Turn 109

Our 13th city, King George V, was built this turn.


The HMS King George V was the lead ship of its class (which also included HMS Prince of Wales). The KGV was, at the time of the start of WW2, a state of the art British battleship. It took part in the surface ship action against the Bismarck, closing with it to a short enough distance to bring it's 5.25" guns into play. The Bismarck was struck by numerous shells from both ships, but due to low ammunition and fuel the Rodney and KGV were forced to abandon the battle and return to port before the Bismarck was actually sunk. The KGV performed some convoy interdiction in Norway and Russia until she was damaged in a collision with a destroyer. After being repaired, she participated in the Italian campaign, providing fire support for the Allied invasion of Sicily. After Italy surrendered, she moved into the Pacific theater where she helped bombard several Japanese-occupied islands in support of Allied efforts to retake them.

KGV immediately gave us a boost of 5gpt and all of our coastal cities now have 3 +2c trade routes, though we're still around 30% break-even on the slider. I also started building a lighthouse first because we're going to have to whip almost everything there and we need to food. Does that sound like the best option to you? Or do you think monument first to grab the whales?

Besides that, not much happened. Our 14th city will be built in 2 turns (settler to move into place next turn, build on T111).

How do you feel about adjusting the position of the eastern city? Originally we were planning to have 2 on that patch of coast to the E, but Elum's city will prevent that, so we can consider changing position of the "canal" city. Not sure if it's worth it, but something to think about.

Our maintenance should take a dip soon as we'll have courthouses online in several cities over the next few turns (which will also boost our espionage).

Oh, I also have a chariot on the way to pillage that windmill and get us a few gold.
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(February 4th, 2015, 10:01)Grimace Wrote: KGV immediately gave us a boost of 5gpt and all of our coastal cities now have 3 +2c trade routes, though we're still around 30% break-even on the slider. I also started building a lighthouse first because we're going to have to whip almost everything there and we need to food. Does that sound like the best option to you? Or do you think monument first to grab the whales?

Lighthouse or Granary. A worker on that grassland hill to mine it so the city isn't working a crappy tile is also important. You wouldn't need to whip the LH if you're getting 4 base hammers into an ORG lighthouse and can save it for a Granary. At some point, we also want to avoid monuments and use missionaries. Here, it makes a bit more sense to get a monument since we want the happy resource.

Quote:Besides that, not much happened. Our 14th city will be built in 2 turns (settler to move into place next turn, build on T111).

Is this the canal city?

Quote:How do you feel about adjusting the position of the eastern city? Originally we were planning to have 2 on that patch of coast to the E, but Elum's city will prevent that, so we can consider changing position of the "canal" city. Not sure if it's worth it, but something to think about.

I don't think we need to move that canal city if we want to take and raze Elum's city. We want to enable coastal cities on the western and eastern parts. Moreover, that southern canal city can share the pigs so at least it can grow.

Quote:Our maintenance should take a dip soon as we'll have courthouses online in several cities over the next few turns (which will also boost our espionage).

Very cool. 30% breakeven is a bit scary, considering I crashed and burned my economy in PB20 and it took a bit to recover. How do we look with other infrastructure? A big 1AD report perhaps? twirl

Where are you thinking about putting the Moai?
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