Conceding to an eliminated player is slightly rough, but let's not forget that we play these games to have fun. If everyone thinks it's a chore to keep playing, and the turnpace suggests that at least some of the players do, I don't want to force a conclusion from the game. I obviously am not suggesting that the other players concede, so I'm not sure what I'm suggesting here. I guess we'll see what happens when we get tanks and commando cavalry on the scene.
[PB58] Tarkeel and Amicalola's rule through fear
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Sorry, just wanted to make a lighthearted joke
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
I just had to let out some steam, there has been a few times I've wanted to ask if we're still playing this game.
Turn 240 (1650 AD)
Unsurprisingly Cairo turned down our offers of trade, and Superdeath killed our exposed destroyer. He's upgraded another two in his fleet stack, which we ping with airships. Jowy's fleet has disappeared, last seen heading south, so he might be heading to strike us from the other side. Fondor birthed a low odds artist, which is just peachy. We use it along with our stored prophet and scientist to trigger a golden age. I managed to end turn early so didn't get an update demographics, but we're breakeven at 70%.
That's part of it of course, but it's also frustrating when we're almost two days between turns on a regular basis, even before the latest war.
(May 21st, 2021, 04:09)Tarkeel Wrote: That's part of it of course, but it's also frustrating when we're almost two days between turns on a regular basis, even before the latest war. There's a lot of that going around lately. See pb57 I sympathize, it sucks losing momentum in a good game
Suffer Game Sicko
Dodo Tier Player
Turn 241 (1655 AD)
Superdeath upgraded another two ships, and sent the rest of the fleet south of the island. He really should have moved those ships into harbor before upgrading them, as now we can take them out. C2 Destroyer vs C1 Destroyer (24.0), 87.3%: win C2 Destroyer vs C1 Destroyer (24.0), 87.3%: win We find another destroyer that ambushed our privateer earlier: C1 Destroyer vs C1 Destroyer (24.6), 69%: loss D2 Destroyer vs C1 Destroyer (6.6), 99.9%: flawless win Jowy's had a pair of knight pillaging the access to Bakura, so we try to farm some XP off them: C2 Cavalry vs C2 Knight (8.0), 97.5% + 0.8%: win C1 Pinch Cuirassier vs C2 Knight (8.0), 87.5% + 1.9%: win Demographics, as Electricity comes in next turn. Another 3-4 turns after that to Industrialism with tanks, marines and battleships, all of which will be very welcome additions.
Looks like Haven fell; Jowy's main forces were in range to strike it this turn, but our main forces are also in position to punish whatever is left in the open.
Turn 242 (1660 AD) Fall of Haven
As predicted, Jowy assaulted Haven: These defenders acquitted better for themselves than Bakura, taking quite a few knights with them before the city burned. The survivors are also vulnerable to counter-attack, so we take a shot: C3 Cavalry vs C2 Formation Knight (8.0), 96.3% + 1.1%: win C2 Formation Cuirassier vs C2 Pinch Knight (8.0), 97.6% + 0.4%: win C2 Cavalry vs C3 Knight (7.2), 99.0% + 0.3%: win C3 Cuirassier vs C1 Pinch Knight (8.0), 96.9% + 0.5%: win C2 Pinch Cuirassier vs C2 Pinch Knight (7.2), 96.2% + 0.6%: win C2 Pinch Cuirassier vs C3 Shock Knight (5.9), 98.9% + 0.2%: win C1 Shock/Pinch Cuirassier vs C1 Pinch Haven-slayer Knight (7.4), 92.0% + 1.2%: win C2 Pinch Cavalry vs C1 Pinch Knight (5.2), >99.9%: win C2 Pinch Cavalry vs C2 Shock Knight (4.4), >99.9%: win C2 Pinch Cavalry vs C2 Pinch Knight (3.5), >99.9%: win C2 Pinch Cavalry vs C2 Shock/Pinch Knight (2.2), >99.9%: win C1 Axe vs C1 Shock/Pinch Knight (1.9), 98.6%: wins flawlessly before being deleted. By my count, that's 39 knights to kill Haven. Unfortunately it seems we were about one defender short of keeping the city too, as the only mounted units left on Jowy's side of the front are the sentry and general: Looks like it's back to the stalemate, as whomever crosses the border will leave their stack at the mercy of enemy cannons. We're 3 xp away from the next general, which will allow Fondor to one-turn commando cavalry. Meanwhile, Superdeath's navy is gathering on the south side of what I've come to think of as Cuba. The destroyers are just out of reach, so we're manuevering to see if we can catch him off guard next turn. (Edit: The call-out to SD's navy is pointing at the wrong stack; it's supposed to be the tile tagged "Navy") Electricity came in and gave us a noticeable boost, and Corellia is two-turning Broadway. Demographics, including the fall of Haven: |