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[PB29 Spoiler] In which Joey, then mackoti, swing happy go lucky

T34-T37.

T34, settler #3 was born and we revolted into slavery. T35, we planted Howlin Wolf, my favorite blues man:



But curses! A barb spawned in the east just before the scout could hustle back to spawnbust!




Not to worry just yet; barbs won't try to enter borders until there's at least 27 player-owned cities on this map, and by count there's only 20. (only us and wetbandit have 3). Reference: http://forums.civfanatics.com/showpost.p...ostcount=6 and http://forums.civfanatics.com/showthread.php?t=324961

TBS finally did his 3-pop whip:




BUT! Stonehenge turned out to go to Haram, not to him!!! I hope, for his sake, that overflow went into a worker and not failgold. SH should be pretty amazing for Haram; in the furthest sim I've done, out to T84 (where I just put some random resources out on the islands), I ended up building 9 monuments out of 13 cities. That's a ridiculous number of mouments!!!

on T37, the barb bastard did indeed move away from our borders, but unfortunately towards HW, which isn't able to defend itself just yet. I thought about chopping a warrior to completion but I decided to be greedy and still improve the camp immediately. Look forward to some utter despair next turn when this comes back to bite me. ST whipped the worker this turn, which will go towards city4, and then overflow to finish its warrior on T39, as planned. I think that should be enough time to tackle the barb before it becomes a real problem...




With the worker whipped, MW takes back the ivory and completes the settler at exactly 100/100 in 2 turns. smile


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T41.

Goddamn these barbs are pissing me off!







We've been in a bit of a stealth turnsplit with Dreylin lately. I've been thinking that he might suicide his scout to bait the barb into moving adjacent to our borders, so that the barb would enter borders to either attack the worker or raze an improvement, luring it next to an empty city. Brick thought I was just being a paranoid psychogamer; he's probably right. lol Still though, I expect Dreylin to wardec to move his scout through. That's fine, as long as he doesn't step on any improvements.

In the west, our warrior was 34/100 hp this turn, but taking C1 brought him up to 67/100. He fortifies this turn to go up to 77/100, wherein the city gets founded, so he'll be 97/100, C2, +60% tile defense by the time the barb can attack, which is something like 96.5% victory odds. That's only if the barb beelines towards us; if we can fortify for a single extra turn, we go up to like 99%+. So, we should probably just settle as planned.

In the east, I moved our new warrior onto the forest 1SW of the barb to bait him into attack. That's a 90% chance of victory for us. I also moved our scout onto the same tile, so that even if the barb wins he won't get any closer. We have another new warrior coming T43 from Howlin Wolf, and in either city we can whip an emergency skirmisher, if we need to, starting next turn.

Only 4 civs have 3 cities right now, so barbs still can't enter borders. I expect the 3*NUM_PLAYERS cities threshold, that allows barbs to arbitrarily enter borders, to trip any turn now, especially as we'll have 4 cities as of next turn...
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(October 28th, 2015, 14:29)GermanJoey Wrote: T41.

Goddamn these barbs are pissing me off!







We've been in a bit of a stealth turnsplit with Dreylin lately. I've been thinking that he might suicide his scout to bait the barb into moving adjacent to our borders, so that the barb would enter borders to either attack the worker or raze an improvement, luring it next to an empty city. Brick thought I was just being a paranoid psychogamer; he's probably right. lol Still though, I expect Dreylin to wardec to move his scout through. That's fine, as long as he doesn't step on any improvements.

In the west, our warrior was 34/100 hp this turn, but taking C1 brought him up to 67/100. He fortifies this turn to go up to 77/100, wherein the city gets founded, so he'll be 97/100, C2, +60% tile defense by the time the barb can attack, which is something like 96.5% victory odds. That's only if the barb beelines towards us; if we can fortify for a single extra turn, we go up to like 99%+. So, we should probably just settle as planned.

In the east, I moved our new warrior onto the forest 1SW of the barb to bait him into attack. That's a 90% chance of victory for us. I also moved our scout onto the same tile, so that even if the barb wins he won't get any closer. We have another new warrior coming T43 from Howlin Wolf, and in either city we can whip an emergency skirmisher, if we need to, starting next turn.

Only 4 civs have 3 cities right now, so barbs still can't enter borders. I expect the 3*NUM_PLAYERS cities threshold, that allows barbs to arbitrarily enter borders, to trip any turn now, especially as we'll have 4 cities as of next turn...

Stepping on improvements is rather mean isn't it rolleye Completely agree with hating barbs.
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yes!!!! rant
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I don't mind barbs, I'm just a bit frustrated because that's a lot of fucking barbs for there being such little land unfogged/un-spawn-busted. The one in the west spawned on the one single tile it could, as did the eastern one.

I'm sure the lion roaming around up north will be deleted any turn now and a barb warrior will instantly replace it, probably right after we move a settler up there to settle the copper.

I am SO happy we have Mali instead of Byzantium and am SO happy we grabbed archery right away instead of myst. Damn! I mostly just picked them for the starting techs, but the skirmisher is so insanely useful here!!
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(October 28th, 2015, 15:42)GermanJoey Wrote: I don't mind barbs, I'm just a bit frustrated because that's a lot of fucking barbs for there being such little land unfogged/un-spawn-busted. The one in the west spawned on the one single tile it could, and the

I'm sure the lion roaming around up north will be deleted any turn now and a barb warrior will instantly replace it, probably right after we move a settler up there to settle the copper.

I am SO happy we have Mali instead of Byzantium and am SO happy we grabbed archery right away instead of myst. Damn! I mostly just picked them for the starting techs, but the skirmisher is so insanely useful here!!

The map is quite barren for something here isn't it? The skirm does allow the offshore horse to be so and copper to come late. Or you could just hope!
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Actually, I just remembered we already killed the second lion. Cripes, I hope our eastern warrior doesn't lose EOT so I can pull back our scout and send him up there ASAP.
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T42.

What a turn! Makes me feel happy!

First, our warrior FLAWLESSLY won its fight! Sweet!! I sent him out to risk his life again next turn, against that second barb. The one in the east moved south, so our warrior will be rock solid by the time the barb ends up walking up later.




Next, we double-whipped our first granary in our capital, Muddy Waters - perfectly, I'll add, as food next turn will be 12/24. We'll get a hefty chunk of overflow from this, which will go into a worker next turn. We won't finish that right away, though. First, we'll grow back to size 4 while pumping out a bunch of warriors. You always want to try growing twice ASAP after you finish a granary, because you don't really get anything out of it until that happens.




We won't leave our nice ivory tile idle, of course. Instead, Sonny Terry picks it up. The plan there is to build the worker up to 58/60 (we worked a grass forest last turn to get the 8) in the next 5 turns, with 10hpt, so that we can whip a ton of overflow into a Granary here too. After that we'll whip a monument. This city will actually be really good later on, even though we're just using it to whip workers repeatedly for now.




Here's the demos after the whip:




That massive 23hpt number is most certainly Haram, with his size-5 capital working the 3 BFC Pro tiles.

Finally, we also founded our 4th city (5/9 players still have only 2 cities, btw, heh), Sister Rosetta Tharpe, near which the barb warrior walked in an opposite direction:






Another American Blues Festival recording, of course. If you're wondering why I post so many from this series, its because they're one of the only good live recordings of a lot of these blues old timers. They were bullied and discriminated against in their own country because of the color of their skin, but then they toured around Europe and Britain in their old age and were revered like royalty. Go figure.

Rosetta Tharpe is more of a gospel singer than a blueser, but she did play some blues too. And goddamn could she play the guitar, holy shit! I bet you didn't think an old black lady from the early 60s, who starts the video by goin "Ohh, this sweet horsee!" was gonna start wailing hardcore on an electric guitar when you clicked play, did you? She was actually one of the first artists to ever record on that instrument - back in the early 40s! Legendary. I was in disbelief the first time I ever heard her, I couldn't believe I had never even heard of her before, it's a damn crime! Even though she's not well known today, she was incredibly influential, not just with her playing but her singing, energy, and movement too. Elvis Presley was a HUGE Rosetta Tharpe fanboy - he would never miss one of her shows, and ended up covering a lot of her old songs, and the way he moved around on stage was just like her - and people like Johnny Cash, Little Richard, Chuck Berry, Jerry Lee Lewis have all stated that she was their all-time favorite.
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Here's the other one from that show, which is a lot more bluesy than gospel, more fitting for our theme:



But, I just couldn't pass up "OH, the sweet horseee~" for the first one... XD
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https://www.youtube.com/watch?v=JeaBNAXfHfQ#t=1m24s
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