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[PB58] Tarkeel and Amicalola's rule through fear

Turn 243 (1665 AD)
It's a rare double-turn day! The turn was not very exciting though, just manuevering and setting up this for next turn:


Coruscant birthed a low-odds great engineer, which is nice as it frees us up to running priests there again.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Turn 244 (1670 AD)
Superdeath didn't take the bait, and evacuated his whole fleet in the area into John Wickliffe, which I've come to think of as Tortuga. He did however take a shot at killing a C4 destroyer outside Fondor, which fended off two attacks and gave us the coveted great general, which spawned in Naboo ans has to be moved by galley.

For some reason, twice now I've found that an old galley had been upgraded to a transport, without me asking for it. Annoying.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Turn 245 (1675 AD)


Tempting as it is, that's still less than our war is costing him: So far he's been upgrading 2 destroyers per turn, to the tune of 700ish gpt, most of which are now at the bottom of the sea.


Last turn we left a smaller stack of 4 destroyers on the whales south of Malack, and a larger stack of 7 destroyers outside Diablo 2, heading for his capital. The intent was that the smaller stack could draw out destroyers that couldn't return back to John Wickliffe, but in a smoke moment I forgot they could shelter in Malack instead. Still, trading 6 for 3 was definitely in our favor; the last three were on the larger stack. Total to date is 17 destroyers killed for 7 lost. Airship scouting reveals the strait leading up to Runescape to be devoid of foreign shipping, but Jowy's navy should still be somewhere in that area so we play it cautiously. Battlefield, for reference (I forgot to snap the center/east part between these):





Industrialism comes in and gives us tanks, marines and battleships. First order of business is loading the two NavII transports with marines to claim some islands. I've also miscounted something somewhere, so even with the latest GG we're only at 26xp cavs in Fondor. We could switch into vassalage for it, so that might be an option when/if we build the Cristo Redentor. After careful deliberation we go for Radio next, mainly for the wonders. We're actually rather happy starved at the moment! In other news, we've built 40 factories and 28 coal plants, and 6 drydocks.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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(May 25th, 2021, 13:50)Tarkeel Wrote: I've also miscounted something somewhere, so even with the latest GG we're only at 26xp cavs in Fondor. We could switch into vassalage for it, so that might be an option when/if we build the Cristo Redentor. After careful deliberation we go for Radio next, mainly for the wonders. We're actually rather happy starved at the moment! In other news, we've built 40 factories and 28 coal plants, and 6 drydocks.

I think I've figured out what went wrong here: The only times I've had these high xp counts before, I've been playing CHArismatic, so I probably confused in the 26 threshold instead of 28.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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I'm not sure what you are talking about. Level 6 units require 26 exp.
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(May 26th, 2021, 04:25)civac2 Wrote: I'm not sure what you are talking about. Level 6 units require 26 exp.

I'm obviously not quite sure what I'm talking about either. I blame sleep deprivation through children :P
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
Reply

Holy shit we did it. I can't believe it.  dancing jive

This felt like a rare game with multiple frontrunners across the duration. Even if I wasn't a player, it was amazing to take part. Unfortunately some personal issues limited my involvement during some parts of the game (including the recent 20 turns), but I absolutely loved the parts I was here for. The 50-turn stretch from the formation of the Taj plan through to the end of our GA streak is easily the most fun I've had in a game of civ, and it's not very close. It might be the most fun I’ve had with any game, ever.

Very well played to all the players, and congratulations especially to Tarkeel. Thanks for having me along for the ride, man. It’s been a tonne of fun. smile
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Pour one out for the commando cav  toast
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Turn 246 (1680 AD)
Superdeath took another desperate stab at our destroyers, and the 7-ship pillaging fleet is reduced to 6 very damaged destroyers.


The first wave of marines complete, but only three are in range of Eriadu to load up for the first assault. War Weariness is starting to rear it's ugly head again, and if the war wasn't over I'd actually start building some jails. This is also why we're going for Radio before flight; Eiffel Tower followed by Rock'n'Roll would effectively add 3 happy to all of our cities.



State of the Empire




Since the last update, we've built the Statue of Liberty, completed the conquest of AT and assimilated most of his cities, built a fair bit of infrastructure, and started the Great War. We're currently at the tail end of a golden age, so keep that in mind for the demographics:


Our GNP is probably more dominant than it seems, as we've been running break-even/saving gold for quite a while now, and breaking in new technologies.


The infrastructure push is starting to show, mainly in factories (41) and coal plants (29); we're sneaking in economy buildings here and there as well.




We've pushed MinInc out to more cities than I thought; there's "only" 17 that still don't have it. The big push got delayed when we needed the money for destroyers. If the game had gone on, we'd also founded Sid's Sushi and spread that around.

Selected Planets Overview



Coruscant is our prime great person and cash city with MinInc HQ and WallStreet.

Fondor finally accomplishes its dream of mass producing commando cavalry.

Mon Calamari has been responsible for spreading MinInc in it's part of the empire, but has been on emergency destroyer duty lately. Almost hits the magical 100 hpt outside a golden age.

Corulag is another MinInc spread that does hit 100 hpt outside golden ages, and actually needs to shed overflow.

Alderaan is primarily a commerce city that has been one-turning airships for a while, building up overflow.

Sullust is our primary draft city, and after Biology farms it grows every turn. It's been drafting for about 44 turns, which should make 20 drafts. That's a lot of hammers saved!

Carida has gone from ok-ish fishing village to one of our primary shipyards.

Eriadu is a pretty crappy fishing village that grows like a weed and has been drafted regularly, and is now running loads of specialists.

Ord Mantell is a good example of how we've managed to squeeze gold from rocks using mills.

Roche also illustrates the power of mills pretty well.

Kirdo III is one of the better cities we took from AT; it's been responsible for spreading MinInc but is currently on unit duty again.

Corellia is an absolute beast, nothing more to say.

Gall was founded to claim dead space on the border, and is growing up to be a powerful city. It's currently home to our main force on the Jowy border.

Bothawui is another important commerce city, just finishing up it's infrastructure.


Battlefields
Let's take a loot at  the battlefields of the great war:


The Southern Seas are where most of the fighting has been going on lately, as we've been trying to score a decisive strike on Superdeath's navy.


The Eastern Seas have been more quiet, but our amphibious force is assembling in Eriadu.


The Northern Seas have been firmly under our control, and we've been threatening to pillage all the way up to Runescape. We did consider putting a base on the unclaimed island.


The Western Seas are where we have the least control, but we should be able to keep Cairo from capturing Sullust directly.


The Western Front has bogged down to a stalemate after Jowy spent his knights on burning Haven.


The Eastern Front has been awfully quiet, Superdeath's stack could really rip through the border cities with those cannons under machinegun cover, but he's lacking hitters to finish the job. I'm very glad they haven't moved for 10 turns.


National Wonders


Looking at the national wonders, there's some things that stand out. Unless we're missing vision on critical cities, Cairo never built Forbidden Palace or Oxford, Superdeath never built Ironworks (!) or National Epic; Cairo was the only one (besides us) to build Wall Street and West Point. Nobody else built Globe Theatre for drafting! Jowy and Superdeath both built Moai in their capitals, and both Jowy and Cairo combined Moai with Ironworks.

Technology

Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Can I get a tl;dr on how your production was so high?
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