February 21st, 2021, 03:56
(This post was last modified: February 21st, 2021, 03:58 by Tarkeel.)
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With all the reloads and double-moves taking place the last few turns, I'm loathe to bring this up, but we might have another situation:
I'm planning to build a city on the tile holding SD's warrior, and my settler can reach the tile north of it this turn. AT has already moved this turn, and his settler is under my southern ballistaphant, so we both have equal possibility of settling it next turn.
Relevant backstory:
We've been at war for most of the last 20 turns with me playing in the second half, with peace being established on T125. I therefore played first on T126, and AT technically double-moved me by playing first on this turn (T127) due to when the turn rolled. Neither of us would have been able to spot the other's settler before now, as they've both come in over roads. The main reason I'm bringing it up is that if it wasn't for yesterdays turnorder drama the turn would have rolled and I would most likely have played first, not being aware of the the race.
I think the fairest option is a coin toss for who gets to settle the spot. If the lurkers agree you can ask AT about it. If however you decide that AT gets the spot (which he does by playing first this turn) I'd like to know so I can redirect the settler to alternative spot.
Edit: The situation is of course heavily influenced by the war and enforced peace, as I think my area army is much larger.
February 21st, 2021, 05:46
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IMO AT gets precedence, much as I'd like it to be you...
The coin toss thing wasn't established as a rule at the start of the game so asking for a change now is a bit late.
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
February 21st, 2021, 05:53
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Agree that it's not an established rule, which is why I'm asking for someone to see if AT would agree to it. I can live with either outcome and don't want to hold this up, so I guess I'll play on once I'm done looking after the kids.
February 21st, 2021, 07:33
(This post was last modified: February 21st, 2021, 08:07 by Tarkeel.)
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Turn 127 (300 AD)
After losing the defensive spot to AT, here's our revised settler plan: - Settler SE: Peninsula by AT on T127 (Wakeelmui)
- Settler SW: Red priority city (near Ruff) on T131
- Kashyyyk T128: Pink priority city (near Jowy) on T130
- Kessel T128: Cyan priority city (north) on T131
- Ralltiir T129: Stone filler on T131
- Kuat T130: Fishing village north of Kessel on T132
- Coruscant T130: East coast fishing village on T131
- Mon Calamari (T131): Pink defensive city (near Jowy) on T134
There's a few more spots to claim, but this will be a good expansion wave.
Little is known about Wakeelmui except that it has a production facility for Sienar Fleet Systems.
We're finally in a position where we can focus on the islands between us and Jowy, and have identified two spots we'd like to claim. Jowy will not appreciate the priority dot which steals his clams, but at least he'll keep the fish.
Revised plan for the area:
T127: Kashyyyk whips Settler#1
T128: Settler#1 completes in Kashyyyk, loaded on Galley#1
T129: Galley#1 unloads on priority pink and starts return; Avenger is loaded on Galley#2 between sheep and defensive pink; MonCal whips Settler#2
T130: Galley#2 unloads Avenger; Settler#2 completes in MonCal, loads on Galley#3
T133: Galley#2 unloads on defensive pink; Avenger completes chop
T134: Priority pink completes monument
T135: Kashyyk expands borders allowing defensive pink to work sheep
February 21st, 2021, 11:22
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Turn 128 (325 AD)
I wasn't going to report this turn, but AT did not settle the disputed spot as predicted, instead moving into the hills:
I see a few scenarios: - He settles in place, which I'm fine with. It will cause some issues with reinforcing our west coast city, but that's unavoidable.
- He settles NW, which I'm also fine with, we will just move our city north. It sucks to move off the hill though.
- He settles NE, which is more of an issue as it will put the sheep in his inner ring.
- He tries to move even further north, at which point it gets hairy and I'll consider settling on the sheep.
I'm hoping he decides to settle where he is though.
I did double-move him this turn thinking I'd conceded the spot, but I'm not bothering with a reload to claim the spot he passed. Ralltiir's settler can claim that spot instead if it's still available in three turns.
February 21st, 2021, 16:16
(This post was last modified: February 21st, 2021, 16:17 by Amicalola.)
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(February 21st, 2021, 07:33)Tarkeel Wrote: Turn 127 (300 AD)
After losing the defensive spot to AT, here's our revised settler plan:- Settler SE: Peninsula by AT on T127 (Wakeelmui)
- Settler SW: Red priority city (near Ruff) on T131
- Kashyyyk T128: Pink priority city (near Jowy) on T130
- Kessel T128: Cyan priority city (north) on T131
- Ralltiir T129: Stone filler on T131
- Kuat T130: Fishing village north of Kessel on T132
- Coruscant T130: East coast fishing village on T131
- Mon Calamari (T131): Pink defensive city (near Jowy) on T134
I have a couple of proposed additions and some recent edits with situation, which would get us to our 10 sites that we want to settle. They also take into account that we may get both the cities AT is lurking by, with whatever his settler is doing right now.
They are in italics
- Settler SW: Red priority city (near Ruff) on T131
- Kashyyyk T128: Pink priority city (near Jowy) on T130
- Kessel T128: Cyan priority city (north) on T131
- Ralltiir T129: Stone Filler on T131 OR AT border city T131, if he doesn't settle. COuld shave to 130, if worker.
- Kuat T130: Fishing village north of Kessel on T132
- Coruscant T130: East coast fishing village on T131
- Mon Calamari (T131): Pink defensive city (near Jowy) on T134
- Kuat 132 (3-whip): Stone Filler if we get AT border city. Otherwise, fishing village near SD (chop monument). Either is worth settling.
- Naboo 135 (3-whip->library): southern island city, OR SD fishing village, OR incense filler.
[*]
This gets us 10 cities in <10 turns and would be really strong. Posting here so I can feel like a proper dedlurker.
February 21st, 2021, 22:00
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10 cities in 10 turns go gogo gogo ggogo gogog
February 21st, 2021, 23:07
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10th settler currently vetoed, although 9th made it through. Unfortunately it turns out we need silly workers to improve silly tiles too.
We're going to get 9 cities in about 5-6 turns though, so that's still pretty fun.
February 22nd, 2021, 03:47
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Turn 129 (350 AD)
AT settled where he was last turn, which is the best option for us. Jowy adopts Bureaucracy, indicating that he's researched CivilService, so I decide we might need to get Monarchy first to see where others are tech-wise.
Settlers are being built according to plan, and Kashyyyk overflowed into a new worker, the Thunderflare.
The Thunderflare patroled the core worlds, and had some power redirected to weaponry from it's hyperdrive.
February 23rd, 2021, 03:07
(This post was last modified: February 23rd, 2021, 03:09 by Tarkeel.)
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Turn 130-131 (400 AD)
First, the bad news:
Serdoa has longbows, which means Feudalism. Somebody also picked up Machinery this turn, which is also likely to be Serdoa on the way to knights, who also burned Ruff's peninsula city. Superdeath went on a serious whipping spree:
That's pretty ominous, but it doesn't look like keshiks.
The better news is that AT has finally woken up to the threat, and offered fish. I replied with fish, and his iron+marble for our ivory+marble, with marble being Serdoa's MoM. I fire off Open Borders as well, because why not? I found his Great General, attached to a trireme:
We picked up Polytheism and Monotheism on the way to Monarchy. The settlement plan is under way, and with five cities the last two turns we're actually second in city count. Here they are, in order of founding:
We're still very shortstaffed on workers, but MonCal and Kuat will both complete one next turn, and Dantooine will whip out another.
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