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Turn 62:
So, are we still at war? Is our tactical situation stable? Drumroll please...
Woot! I have some counterproductive second thoughts about this, based entirely on the fact that Kaiser was willing to do this and thus maybe it wasn't in our favor, but in truth we needed this. With none of present forces, terrain, or industrial capacity favoring us, and no conceivable upside beyond "lose nothing and maybe protect a forward settle," Canada wanted peace badly.
Kaiser, of course, is using this moment to do what the brave sons and daughters of any non-Canadian civilization would do, conquer Antananarivo. That's going to be a problem down the road, but there's not much I can do about it now. Our most urgent objective is to clear that new barb camp, whose scout of course made a beeline for Blues and has already triggered. Antananarivo has an archer already attacking the camp, so clearing it next turn will be a (very small) blow to Kaiser's efforts to take the city.
Bruins no longer urgently needs walls. Because we'll have a five turn advance warning on any Egyptian aggression, I can afford to switch over to something else and still knock out those walls in an emergency. I've already lost my shot at a discounted encampment with my earlier mismanagement, and there's no way to unbottle that genie. Theoretically I could chop that jungle hill first and come out ahead. How fast can I get that in? The builder will come out on t62 and move to the GFH 1NE of Blues. Chop into AH on t63, mine on t64, march over to Bruins and summit the jungle hill on t70 and chop on t71. The monument would finish t68, a trader on t69. In that time, I will definitely research one civic, probably two, which would increase the cost by ~20 hammers. That chop, with Magus (established t67), is worth ~41 hammers and ~41 food.
Probably the best alternative use for that builder charge is to chop one of the flat grass forests for another 60ish hammers into Ancestral Hall. I don't want to chop all of those, because I want some lumbermills once those are available, but we have three. Ideally, I'd chop the tile currently pinned for a Commercial Hub, but the bloody tile picker wants the grass hill 2W of Blues, and thanks to the poor judgement of some Civ V designer and subsequently every other person with decision making power over V or VI in the past ten years, there's not a damn thing I can do about it except throw away some far too precious gold.
Who am I kidding? Accelerating the Hall (and thus, our next city, and subsequent cities) by five turns is so obviously the right thing to do with that chop. Bye bye jungle, hello encampment, slated to complete in 16 turns. Really kicking myself for missing out on the discount here, that's the kind of micro error that daily turns and writeups should help me catch.
Kings continues on the horse for one turn, then will switch over to a builder with Liang's assistance, due on t68, simultaneous with Liang's establishment.
Based on a spike in Gold, Kaiser probably just cleared a barb camp. I find some twisted satisfaction in seeing another pop up right behind him:
Very good chance that scout makes a beeline for his capital, and it's a horse camp, with very little of Kaiser's military actually nearby. Go barbs go!
Checking the Great People screen, someone (England, clearly) has picked up two Great Admiral points. Someone else (Brazil) has completed a Holy Site project, pulling in 23 Great Prophet points last turn. That's a... surprising choice, for sure. Perhaps he feels the advantage his religion will grant him plus the extra faith from converted prophet points is worth burning some production now. Work Ethic and some monster Holy Sites just might make that pan out. It's unclear if the two empire points from last turn are a third Holy Site or just pop/buildings, but I'll run with that assumption for the time being.
Scores:
- Kaiser got a pop/building
- Ichabod got a tech and an era point
- Woden had a huge turn, adding six empire points, likely his 5th city and an additional pop/building, plus a tech, a civic, and an era point. He's firmly back in second place, and closing on Kaiser's spot atop the leaderboards.
- Suboptimal got a pop/building and a tech
For next turn, I want to figure out what boosts we can hit in the next 10-20 turns to work out a research plan, and figure out what city sites should be prioritised.
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Popping in. I've bounced around Busan, Gyeongji, Jeju, and Yeosu the last two weeks. Said goodbye to a lot of friends ( ) saw some pretty amazing sights. Tonight's my last night in my apartment, then in the morning I leave for Seoul, where I'll spend a few days before flying home. Then a few more days to move and settle in with my PC and an Internet connection.
You're doing great so far! Really excellent reporting, and I endorse all your moves and thinking heartily.
One thing you lose from the peace that I don't think you considered was the ability to stop Egypt taking Antananarivo. As long as we stayed at war we could interfere in Egyptian attempts to take the city. Now Kaiser has a free hand. The main worry, then, is if he consolidates his conquest, our goose is more or less cooked. I understand making peace, though, since we can't expand either and we're going to be last to four cities (and etc. Brazil will have Work Ethic and Phoenicia Cothons, soon).
We're going to slip behind the leaders, inevitably I think since we don't have any advantages the other civs do, not even the ability to capture city states, so best bet is to play safe and look for allies against Kaiser. Try and play balance of power while we take advantage of whatever opportunities arise. :/ Best of luck, check in again soon.
August 11th, 2020, 07:26
(This post was last modified: August 11th, 2020, 07:31 by williams482.)
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You're absolutely right, I did not consider Antananarivo's fate when offering that deal.
Unfortunately I'm not sure it matters; we're dead no matter what if we can't expand and there wasn't much chance of a successful settler push with egyptian Horsemen running around. At least Antananarivo's conquest gives us a viable target when Kaiser decides it's time for round two?
Ad for balance of power, that's obviously really tricky with no explicit forms of communication. It all starts with actually meeting the other civs though, so I will prioritize sending some scouts out. Suboptimal would be a natural ally, as the other also-ran with plainly lesser advantages in the early eras, although even England gets a power spike eventually.
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Turn 63:
Defensive Tactics completes:
Antananarivo was kind enough to kill the spear in the barb camp, likely at great cost to themselves:
I clear the camp with the injured horse, gaining three era score, then double up on the scout, earning a promotion.
The Garrison archer is fully healed. I send him north east, intending to keep him within five turns travel of Bruins. The other archer and warrior move west, revealing a good chunk of Kaiser's army:
Kaiser lost 11 milpower on this turn, likely injuries from barbs and other Antananarivo units. The second archer is a noteworthy departure from my earlier estimates of his army, but given the promotion, it could be the upgraded "mystery slinger." I'll see what more I can reveal in the coming turns. All told, this (including the horse pin by Antananarivo) is ~146 of Kaiser's 187 milpower. The third horse (likely completing the siege on the other side of the city) would bring that to 182 if fully healthy, so Kaiser has all of one (injured) warrior to take on that new camp. Go barbs go!
I take Liang with the governor title as mentioned, post her in Kings, and set to work on a builder. Blues sets to work on Ancestral Hall, due in 13 turns sans chops, but really much faster. Each of those chops should be 48 hammers if I'm doing the math right, meaning we need 54 natural production, five turns with 5h overflow (plus whatever overflow we got from the builder).
I do have an envoy, and no clever shenanigans in mind for it, so I think I'm best off sticking it in a city state for yields now. Vilnius is a cultural city state with excellent defensive terrain, some distance from any of the other civs, a relatively safe investment.
On that note, what about policies? The fastest civic I can knock out is Drama & Poetry, due in six turns unboosted. I'll cover this in more depth shortly, but none of these civics are going to be boostable in that time and I'll want Colonization in as soon as possible after Ancestral Hall finishes in five turns. I don't pln to build any military in that time, so Maneuver and Charismatic Leader out, conscription and Diplomatic League in. With the Envoy (plus a freebie) in Vilnius, D&P is now just five turns out. That's perfect if it holds up, although most likely it will be back to six once Antananarivo falls and I lose that two culture per turn.
Hey, whadayaknow. Sacred Path plus Work Ethic. No creative religion name, that part is a touch surprising.
Ichabod is still at 4 Great Prophet points per turn, but we'll see if that holds up next turn. Kaiser is up to three great scientist points. At least one of those points comes from finishing the Library in Ed Mercer, the second came with it as part of Bologna's (very powerful) suzerain bonus. Gordon Malloy's campus is still unfinished, and Isaac doesn't have one, working on a Holy Site instead.
Scores:
- Kaiser finished a tech
- Ichabod vaulted ahead of Kaiser into first place with his shiny new religion and associated four points of era score. He also gained two points of empire score, which I will blindly speculate are pop/buildings (he has four districts already). Next turn's GP screen will prove enlightening, as always.
- Woden added a pop/building and a tech
- Suboptimal added a pop/building.
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All right, let's talk boosts.
Tech:
- Sailing (2t unboosted) : settle a city on the coast. Penguins or Red Wings will boost, and no urgency to complete the tech before one of those cities is settled
- Wheel (3t) : mine a resource. Best bet is the second ring Iron mine at Penguins. Blackhawks A also has 2nd ring iron, but Blackhawks B is just flat better.
- Iron Working (3t) : same dealio
- Currency (2t) : trade route. This is going to be a tough one to squeeze in Fortunately there's no urgency with it, because we won't be able to build Commercial Hubs until our next Settler wave is done, but it probably won't be worthwhile to delay this tech any longer than that and we probably will not be able to fit a trader first.
- Celestial Navigation (5t) : Two work boats. We'll have crabs and fish, both second ring to penguins. We'd need gold to purchase out to there, and the builder charge for the crab is almost certainly better spent elsewhere (although the reef fish is a great tile to improve). Ideally we'd have harbors as our first districts in Red Wings and Penguins, so a small incentive to hurry. Probably left unboosted.
- Shipbuilding (8t) : two galleys. Not a priority, only buildable in yet-unfounded cities. TBD.
- Mathematics (8t) : three different districts. Our encampment will boost this on completion.
- Construction (8t) : watermill. This one is important, it unlocks the highly underrated lumbermill improvement. Blues can probably squeeze in a watermill between settlers. I'd love to build one in Kings, but can't cuz not on a river.
- Engineering (8t) : ancient walls. We'll knock this one out shortly after Kaiser announces he wants us dead again, or in Bruins once the encampment finishes.
- Apprenticeship (13t) : three mines. Iron mine at Penguins, grass hill chop -> mine at blues, plains hill mine at Kings and/or Blackhawks. This one is a lock.
- Machinery (13t) : three archers. We'll find a way to kick out one more, possibly in desperation.
All other techs are too far out or otherwise not worth planning for at this stage.
Civics:
- Drama and Poetry (5t) : build a wonder. lol.
- Military Training (6t) : encampment. currently 15 turns out, which is quite a wait, but we can dump clefs into other useful things while that's chugging along. No particular urgency to get this one done, the biggest rush is that it leads to mercenaries.
- Theology 6t) : found a religion. not happening. It's a long slog through this and Divine Right (13t) without Holy Sites, so I think we may be better off beelining a boosted path for Merchant Republic anyway.
- Naval Tradition (12t) : kill a unit with a quad. This is a leaf civic, so no rush. We do want to build quads en masse at some point if we live long enough, so we'll get it then. Unlikely that we'll need the harbor adjacencies card, certainly not before the next age.
- Feudalism (17t) : This is a big one. Currently we have one farm, at Kings. Blues and Penguins both have marsh rice that should be farmed eventually, and Blackhawks B has first and second ring wheat well positioned for a triangle, with enough plains around that those farms will be useful. Completing the triangle will require two more charges than Blackhawks' free builder will have available, so we need to be sure to get another one over there.
- Civil Service (17t) : 10 pop city. Normally this is a near-impossibility in these games, but Blues is going to hit pop 7 soon and has two fat marsh tiles with no better use. Harvesting them soon will net us something around 100 food, and we need around 300 total to jump from pop 7 to pop 10. Yeah, nope. Maybe later once we've pushed a little further through the civics tree and increased the value of those chops, but for now I'm considering this one unboostable.
- Mercenaries (19t) : 8 military units. At present we have three warriors, two archers, and two horsemen, leaving us one short. We'll add another unit for sure, likely an archer plus as many horses as we can build.
- Medieval Faires (24t) : four trade routes. we're going to put down Commercial Hubs at Blues and Kings after our next settler wave, and we can cram in Markets after that, but a third trade route district + building is going to be tough. The most likely source is a harbor in Penguins. Probably no boost here, but we'll know more later.
- Guilds (24t) : two markets. See above, we're getting this one.
- Exploration (25t) : two caravels. Eventually we'll kick out a pair of galleys, and upgrade them. Too far out to worry about now.
To knock out all of these, we'd need nine builder charges, not counting what our existing builder is going to contribute. We have a four charge builder coming out shortly, and each city will contribute a three charge builder, which totals 10. This is manageable! The least critical use of charges is likely the boats for Celestial Navigation, and we'll likely be forced to delay that anyway unless we want to spend a bunch of money on tiles. We will want more builders when we can get them, so we'll probably double back and pick that one up later once borders have expanded.
What should the new builder out of Kings plan to do? I'm thinking a plains hill mine at Kings, farm the rice at Blues, mine the grass hill next to the rice, then reevaluate. That last charge probably goes into something at Blackhawks.
Implicit in this plan here is that our next cities are going to be Blackhawks B and Penguins, because they have the best land and the best boost opportunities available. I'd love to pick up (Devil-)Ducks and Devils, but I suspect we'll only be able to manage two settlers out of Blues and one from Kings before we have to consolidate and build infrastructure for a bit. Hurricanes is out; it's a weak city that will be tough to defend (or a solid city that will be nearly indefensible), and even that doesn't matter because it's going to be crushed by Egyptian loyalty once Antananarivo is under Kaiser's control (Antananarivo is a nice city too. Man, FUCK Canada). Devils is going to have similar issues without Ducks in place to provide Loyalty support, which is unfortunate because Devils is by far the stronger site. I don't want to settle Lightning until Aqueducts are close, but Wild might be the next best option to stretch our borders without risking a loyalty flip. We'll see what the terrain actually looks like over there!
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(August 12th, 2020, 07:24)thrawn Wrote: May I ask why you didn't like opening with a scout Archduke? Sullla explained his reasons, but you were considering an early rush for which it's important to know the terrain and even though a warrior would be more handy for the rush, it will take longer to produce and longer to get there and you need to know asap whether to commit or not. I imagine a rush means you don't even build a second city and go straight for several military units so you want to know as soon as your builder is out. Or do you still build a settler and only then the units?
The main thing is the scout is good for exploration, but little else. He doesn't have the versatility of a warrior and is only a little cheaper. if I had gone warrior first, I could have shut down the first barb camp, for example, before it erupted, which would have meant a faster, easier clear, earlier gold, and I would have pushed deeper with the first warrior, possibly meeting Antioch or Vilnius sooner than I did, with attendant extra culture or gold. Essentially, by going scout first, I was gambling that I wouldn't need the early warrior for defense, and needed to make that scout justify itself by meeting one or two city-states earlier or finding a natural wonder, etc. I didn't really do that since I had to use the scout as a makeshift escort AND recall my scouting warrior, so the result was a net negative for me. You should never rely on RNG and generally make "foolproof" plans, but I thought Canada was enough of a handicap that I needed to win some lucky dice rolls to have a chance anyway. Unfortunately, as you can see [gestures wildly at thread] I didn't get those lucky dice rolls, and so realistically we're already out of contention.
As for a rush, the textbook early rush is either Sullla against ARchduke (PBEM1) or Archduke vs suboptimal (PBEM6) or Emperor K (PBEM8). In every case, you definitely build a second city first - it's hard to have the production to compete otherwise.
If you liked PBEM17, I recommend Sullla's PBEM1 thread, the two mentioned Archduke threads, and Cornflakes' PBEM...um, 11? I wanna say? thread. Good reads, learned a lot from them.
Williams, I like your analysis of eurekas/inspirations, and the plan for getting them. With the loss of Antananarivo, Hurricanes is obviously a non-starter. I think either Blackhawks -> Ducks or Wild are good choices as quick-developing cities that claim some land. Penguins is a good city, but needs gold investment and doesn't claim any contested territory, so it can be a backfill. The Ironworking/Wheel/Apprenticeship inspirations can be done via gold from Blackhawks, that might be a good investment.
The trader should be squeezed out somewhere, though. Is it viable to purchase with gold? Currency is such an easy boost and the trader is a desperately needed unit to start roading Bruins to Blues, for defensive purposes. With the loss of Antananarivo I'd even argue it's vital for national security.
On the whole, you're doing fantastic! I hope you're having fun, and keep it up!
August 13th, 2020, 08:36
(This post was last modified: August 13th, 2020, 10:17 by williams482.)
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Turn 64:
Kaiser has Suzrianed Vilnius, who offer him their token support against Antananarivo. Lemur's Lament is on in full:
Note the 3rd archer for Kaiser. His milpower is up by seven points to 194 despite losing a redlined warrior. He now has three archers, the third of which was likely constructed in Isaac the turn before last. What we see before us represents roughly 151 milpower, the third horse (if uninjured, likely not) drives that to 187. Seven points plus probable horse injury is probably that Warrior on his backlines. Kaiser also has spent roughly 200 gold without affecting his resource stockpiles. Gordon Malloy has a new GFH tile in it's borders now, but that would be a very odd purchase, as the city is pop 3, already has a Campus, and has six different tiles available which are equal or strictly better, so that's probably natural culture expansion. The cheapest unit purchase would be a 160g Warrior, then a 240g Archer. Maybe he bought a tile or two outside my vision?
In domestic news, we have brought Iron Working to eureka+1 and switched research to Construction. The builder chops a forest for 48 hammers into Ancestral Hall:
That cuts a clean four turns off it's build time. A trader currently costs 235g, available in six turns at current income, so that's something to consider but we are seriously strapped for cash. Kaiser, meanwhile, is pulling in 17 GPT. Jerk.
Regarding Penguins, I think we need to settle there if we want the Iron Working boost. Blackhawks B is clearly superior to A, and the iron tile is 3rd ring to it, definitely not viable to purchase. Penguins has an (otherwise weak) culture resource first ring, as well as a solid first ring campus (+2 from the reef, +3 when the +5 harbor completes) and a marsh rice, with three genuinely good resource tiles as natural cultural expansions. I could be persuaded that pushing out to Ducks and Devils is worth more than Penguins, Wild, and two turns of saved beakers into Iron Working plus a much less useful 6th farm, but that is the tradeoff being made. Worth noting also that Penguins lets us get something out of this bloody trash fire clusterfuck of a civilization: that iron tile is tundra, so it will be half price to purchase, produce twice as much iron per turn, and get +1 production when mined, bringing it even with an equivalent plains tile for raw yield. Given our precarious military situation, I think the difference between a quick +4 iron per turn and a late, expensive +2 iron per turn could be substantial.
Relevant sidenote: the cost to upgrade three warriors into swords with Professional Army in place is, it I've got the most up-to-date formula here (10 + 2x production difference), 165g. Without Professional Army, it's 330. Important numbers to keep in mind these days.
Checking the GP screen, Ichabod is down to two great prophet points per turn with Revelations no longer available to him. That means two holy sites, and no shrines. No other great people saw rate increases. Thus, the district breakdown going into the latest turn is as follows:
- Ichabod had at most three districts (2x HS plus the Plaza), not the four I had him slated for. Those points have been reassigned to pop/buildings.
- Kaiser had the Plaza and one Campus, with another Campus and a Holy site on the way.
- Woden had two Cothons, at least one more on the way, and the Plaza.
- Suboptimal had a Campus, a RND, and the plaza.
Scores:
- Kaiser completed Ancestral Hall and picked up three era score (two from Suzrianing Vilnius), passing Ichabod
- Ichabod added an era point
- Woden had another huge turn, leapfrogging both Ichabod and Kaiser by adding seven empire score (a city plus an additional pop/building), TWO techs, and six era score.
- Suboptimal did nothing trackable
I am having fun with this, although I'm spending a lot more time than I'd initially expected. I know it's no surprise to anyone who has played in these games that taking planning and reporting seriously takes some real effort, but damn. I do hope you can continue to chime in on occasion while you work your way back stateside, it's definitely helpful to have someone else checking my work!
I've also been expanding your spreadsheet, adding a "Calculator" tab for chops, district costs, etc. It's there so I (and eventually Chevalier) can more easily get the right numbers for this stuff in this game, but lurkers and postgame opponents can feel free to copy for their own purposes if so inclined.
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Turn 65:
To the surprise of no one, Antananarivo is now Egyptian:
Kaiser will no doubt sub in another Orville bridge officer, so at least we'll be spared the horror of spelling that name any more. Kaiser's milpower fell 37 points, down to 157. The losses to Antananarivo were limited to unit damage, likely just 8-9 points combined on the horsemen, so it seems something quite unfortunate has happened elsewhere. Dead warrior plus additional damage on the recently purchased one, perhaps? Go barbs go!
The loyalty effect on Hurricanes (-7) is surprisingly modest and survivable, although strategic considerations still discourage settling:
Unfortunately Devils is swamped (-20) :
That one might not be an option either. Drama And Poetry is back to being four turns out, one turn longer than we'd like. I mine the grass hill outside Blues with the builder, leaving one last charge for another chop. The Archer from Bruins advances into the wild, revealing some really nifty stuff:
At least two pasturable resources, and a five yield tile second ring. This is 100% a priority city site.
The two horses move west, both intent on staying within 5-6 turns march of home. The southern one will loop around defogging the tundra and be in position to protect settlers, the northern one will do it's best to get in touch with Woden. Our units along the Saint Lawrence hold their positions, watching the border and the Egyptian Army.
The great person screen reveals that Suboptimal has completed a Harbor Shipping project, bringing him to within 7 points of Woden for Themistocles. I'm surprised a Quadreme and +20% production towards naval units is worth a project at this point in the game. Is he planning to raid someone with Quads? Ichabod is probably inland, and Phoenicia will have more cities on top of a narrowly scoped but overpowered "naval units heal completely in the territory of a city with a Cothon" ability, so I wouldn't love his odds.
Scores:
- Kaiser added a three pop city with a monument (gasp!), accounting for nine empire score
- Ichabod added a civic and two era score
- Woden adds a pop/building, and continues his ridiculous streak with yet another tech, finishing his eighth of the last seven turns. He must have been sandbagging hard and waiting on boosts (something he has done in past PBEMs, as I recall) but this is still crazy enough that I'm questioning my data. He's now the tech leader, and yet if my numbers are correct he has zero campuses, no relevant civ benefits, and a fairly pedestrian population score. Whiskey Tango Foxtrot, mate.
- Suboptimal added a civic, one era score, and five empire points. That's probably a RND and a pop/building? or a new city plus a settler. We'll see next turn.
August 14th, 2020, 10:38
(This post was last modified: August 14th, 2020, 10:43 by williams482.)
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Some other notes:
Probably the most likely way to lose 37 milpower is taking some damage, and having a horse go from injured to dead. It's unlikely that Kaiser would have been sloppy enough in his tactics to let a couple of archers kill his horseman, but it is possible and sure would be nice.
Blues will be able to start a settler on t71, Kings on t68. Colonization will go in on t69. Blues will have 4-5h overflow, Kings none ("should" be ~1.5h, so very marginal loss from the dumb overflow mechanics). The next three settlers will cost 140, 170, and 200 hammers respectively.
Kings in max production configuration can put out 12 hammers per turn, 18 with colonization in place. With 12 into the settler on t68 and 18 on t69 on, Kings will reach 140h with overflow on t77, and 170 with a lot less overflow on t78.
Blues in max production configuration at pop 7 can put out 14 hammers per turn base, effectively 28 with AH and Colonization. That would complete 140h on t76 with no saved overflow, bumping Kings to 170 and dropping production to 13h (26 effective). Blues will then finish the 200h settler on t84, again losing all overflow. The next settler would be take 9-10 turns if Colonization stayed in, but likely a better choice would be to swap out, get the Commercial Hubs and some more mines up, and try annother three settler wave after.
Kings does have a forest that we will definitely chop, the one currently pinned for an aqueduct. The tile slated for Blues' Commercial Hub also needs a chop and is accessible to both cities. With Magus, either chop would be 78 hammers base, 117 with Colonization. Kings at pop 3 can put out either 8 (growth config) or 10 (production config) hammers per turn base at pop 3. That's either 60 or 75 from t79 to t83 with Colonization, leaving the settler at 192/200 on t83. If we delay the Blues settler by a turn to t85, probably doable just by targeting food tiles over production, we can complete our 3rd settler from Kings on t84 and our 4th from Blues on t85 or t86. Four settlers in the next 20 turns would be a huge help if Kaiser is kind enough to give us that time, and makes settling Penguins with the first or second settler for the Iron and boosts more palatable.
With three settlers, I would settle Wild, Penguins, and Blackhawks B. A fourth settler probably goes to Ducks, but I'll consider swapping Penguins for Devils if the loyalty situation there lightens up somehow.
August 15th, 2020, 07:35
(This post was last modified: August 15th, 2020, 08:14 by williams482.)
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Turn 66:
No great excitement going on now. Blues hits pop 7 and gets real mad about it. I move the warrior across the river, revealing what is almost certainly Kaiser's 3rd horseman. So that unit isn't dead, but something probably is, because he lost another 19 milpower this turn. I'll try to work out what could possibly be going on over there some other time, but Kaiser can't be enjoying it. Go barbs go!
More visibility on the Wild site reveals nothing new of great interest. Isaac has grown, bumping the loyalty pressure on that tile to -5, so we will probably need a governor to secure it while it grows a bit.
The builder moves to it's next chop tile, Blues' idiot tilepicker insists on pursuing the second ring forest we won't be putting a Commercial Hub on, and units continue to fan out and explore, revealing nothing new.
The Great Person screen reveals that suboptimal did indeed complete another RND, with no new districts from anyone else.
Scores:
- Kaiser completes a +4 campus in Gordon Malloy, grows a pop in Isaac, and adds another pop/building somewhere
- Ichabod adds two era score
- Woden adds a pop/building and no techs, breaking is ridiculous research streak
- Suboptimal adds two era score
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