As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[Spoilers] Chevalier Gives You Something to Cry Aboot

Turn 29

I have the images on my SSD at home, but there's nothing to see. We step onto the Kings tile and will found next turn. Horse camp is visible, don't know where its scout is though. Slinger moved back to contest our warrior, so I smacked him and built a pasture. Culture is looking good considering we only have 3 pop total, by far the smallest of any empire. 

Slinger popping out of capital in 2 turns, will go warrior next so we'll have 4 warriors in a few turns, counting the one out of Kings. 

Would also like another builder at Kings before heavy district builds, to chop the forest that the campus will go on. That leads me to governor thoughts:

1)Pingala -> Culture seems like the accepted meta at the moment, to speed towards Political Philosophy, but after that?
a)Do we want Pingala's Science promotion? 
b)Liang, for a builder city (we can't afford a builder city right now, this seems suboptimal)
c)Magnus, to boost those chops at Kings? 

Right now I think governor title #3 (from the plaza) might be worth spending on Magnus, so we can chop out our campus at Kings.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Sorry, I have been a bit awol due to a stressful week. Will be back in action soon.
Reply

No worries. 

The next break might be a bit longer than usual for me. Gwangju is going through a bad (for Korea) outbreak and there's talk of closing the PC rooms. One of my students and one of my coworkers were exposed to confirmed cases, which is the closest yet I've come to the virus here. I taught online the last two days.

Playing and reporting on Turn 30 simultaneously because why not

Then it's out of this room to grab some dinner and enjoy a rainy evening at home. 

Here was the situation midway through turn 29, after moving the settler/scout but before attacking with the warrior:




And the situation at the end of last turn:




The scout in the north I believe is from the horse camp, but I can't be certain. It may be possible to prevent him from skulking home to his wretched friends in the desert, but we'll see. Situation at the start of turn 30 stood as shown below:




The slinger stood pat, failing even to attack the adjacent warrior, interesting. I really should try to figure out barbarian behavior at some point. If the slinger is from the camp we cleared, did he march around the eastern side of Lake Huron to reach the city? Then he should be in kamikaze mode since his camp is destroyed. But he is not - is he from a separate camp? But that would mean a new camp spawned so close to the old one, AND I never saw a scout (I don't think) from the old camp. The barb scout, meanwhile, crossed the river to come between yet-to-be Kings and Blues. 

Well, opening moves are obvious. I found Halifax Kings, the citizen naturally works the 1/3 hill, and purchase a builder.




At the capital, I order a renewed assault on the jerks faffing around in the forest near the city's pastures. Our brave boys in white finger their clubs, then wade in with extreme prejudice:




We catch a bit of a lucky break and roll high for damage - the slinger is totally destroyed as victorious Canadian warriors rampage through the woods, running down and clubbing to death any barbarian they can get their hands on. Soon the pathetic survivors are fleeing for the hills and the builder is clear to head south to pasture up our last sheep.

That leaves only the injured scout, standing exactly halfway between the two cities.




After some thought, I opt to take a swing at him with my own injured scout. No other barb units are nearby, and I need to rest to heal the scout anyway. If I can keep him from reporting, then I wont' have an eruption of barb horses to deal with, which would be a mega-bummer right now. 




Now either our slinger or the scout can finish him off, then we'll heal up and resume exploration. In the south, I begin to recall Warrior #1, who is up to 64 health, to finish healing at the capital. Then I'll send him probably to the west to find more city-states in that direction, while the scout returns to the north and our final warrior clears the desert camp in company with the sligner and Kings' warrior.

Let's see...let's peek at scores now that we finally have joined everyone else with two cities.

I...do not think everyone else drew as tough a start as we did:






Most players save Sub have 2 civics finished. Woden and Kaiser have 3. Ichabod has finished 5 techs to our 2 (Animal Husbandry, Pottery, and most of Irrigation, for the record), and everyone else has 3 or 4. Our population is the smallest by 1 point, trailing Ichabod by fully 4 points. That's the main source of our laggardly scores in all categories, I think - we'll naturally have weaker science and culture this early with no districts, until we can start to match everyone else's growth. Plus no one else seems to have had barb issues quite like we did - I lost a fair number of builder turns waiting to improve due to barbs, plus the Craftsmanship bonus. Net it adds up to only a handful of lost production, I hope. We have a steeper hill to climb than any other player, and don't have the early game bonuses of Egypt, Phoenicia, or even Brazil's adjacencies, so we really do have to be as sharp as possible. But hopefully the others spent their starting gold on tile purchases or monuments or something (to explain strong early culture), which I think won't snowball quite as hard as our early builder at Kings. A sort of poor man's (rich man's?) Ancestral Hall, that. 

Well, we're embarked on the Dry Kings course now! Next couple of turns for the weekend, Archduke, since I'll be out of town in Busan on a field trip (yes, a field trip even though Gwangju is the new Daegu. Go figure). 

1)Military units to act as you see fit. Priority is 
a)survival and safety first
b)the defense of improvements from pillagers
c)elimination of the enemy scout
d)clearing the visible camp
e)Exploration after security needs are met.

2)Builder at capital builds pasture (duh). 
b)Builder at Kings improves rice and then horses to grow to size 2 (horses -> rice gets us a better tile faster, but delays the housing. I don't know which is optimal). 

The final charge can be spent improving a luxury, probably? We're going to hit amenity penalties at the capital soon, and could use the wines connected once Irrigation comes in from the rice tile. That seems more impactful than getting a crappy mine or saving the final charge for a chop, I think. 

Builds are military, I think, until State Workforce comes in, then we can lay down the Plaza and start to work on Writing.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

I think one of the patches reduced radius for hoses to 3 tiles from a barb camp in order to spawn horsemen so you might be ok.
Reply

The new builder should be improving the rice/horses for Kings and then the wines at the capital to solve amenities issues. That means going rice -> horses -> wines since the movement doesn't make sense otherwise. Hopefully the barb scout in the area will die next turn and won't get in the way of the builder.

The situations as compared to other players isn't great but it's not the end of the world either. With the second city planted, Canada's score is 28 points (since the total score doesn't update mid-turn) and a huge portion of the lagging score comes from having only 3 era points. Empire score is the most important thing and that's trailing close behind the other players. This was a really, really rough opening with tons of barbarians while playing a blank civ so I'm not overly concerned yet. The important thing is having population points working improved tiles and that's going to be the case here. Should be about six turns to State Workforce policy finishing while using that time to train military, then the capital can build the Government Plaza followed by double settlers in Colonization policy afterwards. You'll be one of the last players to four cities but you'll have an early government and strong science/culture output to make up the slack.
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

Turn 31

Home from the field trip, stopped into the PC room and saw that I had the turn, so I went ahead and played. Tomorrow will be away most of the day again until Monday afternoon (Monday morning Europe time, Sunday night American time).

Anyway, a fun but very straightforward turn. Lots of stuff happened and I made absolutely 0 decisions.




The scout has obligingly moved adjacent to the slinger in the city center. He's weak enough that I don't need to prepare the ground with my warrior. Accordingly, I order both warrior and scout to fortify in place to begin healing back some of the damage they've taken, before I send them beyond the borders again. At Kings, the builder steps onto the rice and farms it:




Irrigation is 1 turn from completion, so I'll pop into that after Mining completes in 2 turns. We'll have it done well before we need it. After that, we have a couple of options:

a)Preresearch writing until we meet someone. I'm inclined to take our time here and not rush all the way through writing to get campuses down. We SHOULD be bumping into other players very soon - in fact, we likely would have had we not been forced to recall both our scouting units for barbarian suppression. We got 2 first meet bonuses, though, which is all you can hope for, and there's lots of exploration points still to be gathered. 

b)Archery -> Horseback Riding will be needful when we feel aggressive, to take advantage of all our horses. But that's a long way down the road. No rush here, either.

c)Bronze Working is boosted. Revealing Iron could screw up campus placements around Kings, but it would also give us some more useful tiles to mine and work. Once we are ready to think about another wave of builders and settlers, this will be a nice tech to have.

Right now, I think research writing to the boost point, then swap to Archery or Bronze Working. Plenty of time to think about it, though. 

Let's see, next up...we attack the scout. It'll be a bit unlucky if we lose, since we'll have to either clean up with the warrior and miss the boost or give the scout another turn to make mischief:




Should be plenty, though. No worries. 





Coolcoolcool. Free science. 

With that, the last decision to make is the build in the capital, and I order up another warrior. It'll take 4 turns to finish, while State Workforce finishes in 5, so we'll have one turn to invest into a unit or building of our choice. In 4 turns, we'll have 4 warriors and a slinger and should be masters of our local neighborhood at last. Then we'll switch gears to exploration and expansion again. Situation at the end of turn:




No changes in score from last turn.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Looking much, much better with the first barbarian-free screenshot since... Turn 4, I think? This was a nasty start and it seems that the situation is finally under control again. Time to heal up the warriors and then go clear that barb camp to the north for another handy infusion of gold. It's the least that the barbarians can do after being such pests.

Writing to 60% completion is definitely the next tech after Mining. Both cities will want to build Campus districts in the near future, or at least lock in the districts to freeze the costs. One side question: has Kings revealed the tile it's going to acquire culturally next? I'm hoping it's the 1/3 forested plains hill to the southeast since that will save the need to purchase it with gold. Theoretically that should be the choice since there are no resource tiles in the second ring and it has the best yields but the tile picking rules have never made a lot of sense to me.
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

Turn 32

Quiet turn, mercifully. No decisions to be made as all our units are healing and our cities are building, so only thing to do is update the scoreboard.




Everyone grew a bunch. Kaiser has finished 4 civics, probably the starting 3+Early Empire since I don't THINK he has a district yet. No one yet has any visible GPP, so I think most growth is people enjoying fertile, high-population cities. 

Must be nice.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Sorry if I seem down. I am just a bit bummed. The woman I was seeing and I agreed to call things off - not because we don't like each other, but because we like each other rather too much. I'm leaving the country in a month and if we continued as we were, one or both of us was gonna get seriously hurt when I left. So...I won't see her anymore. I'm not sad, not exactly, but I am a bit bummed. It was good times.

Ah well. Probably should put this i nthe Tea thread - that's why I made it - but I'm really only visiting here to update thsi thread these days. So busy. Anyway, I'll be fine, just wanted to explain my gloomy mood. I don't actually mind the game state much. I think I've played about as well as I could, given that my gamble on a scout first didn't pay off, and I don't mind a challenge. Kaiser is killing it, but I don't trust him to steer things all the way to a conclusion - and if he does? Then good for him, he's really grown as a player.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
Reply

Huh.

My 2 cents, if things are that good, why are you moving away?

I for one think that if a relationship is good, one should fight for it. I myself am married to someone from another country 2000 km away.
Reply



Forum Jump: