Turn 54 and Turn 55 – 1840 BC and 1800 BC
Turn 54: Another Barbarian Warrior has approached from the east and presented me with a new puzzle to solve. The Warrior did come out of the dim fog on Turn 53, but back then my solution was to pray for it to wander elsewhere without causing trouble. . Failed.
In my Barbarian-free simulation, I settled Demeter in the northeast on Turn 57 and Hestia in the southeast on Turn 62. However, those dates were achieved by moving Workers and Settlers deep into the dim wilderness with little defense other than “enough vision for you to retreat from most advancing Barbarians” and “the potential for an actual military unit to share the tile with you on a chosen one of most given turns”. Is my plan sturdy enough to survive contact with literally one enemy unit? (Also, can it survive me just neglecting to move my Axeman forward last turn for some reason? ).
YES. .. (yes).
The chief constraints are these: Demeter’s settler MUST reach the tile 4NE of Poseidon on Turn 55, which requires that I also build 1 neutral road for speed and reach that same tile with the Axeman for defense by then. AND I need a Warrior on that tile by Turn 55 as well, so it can scout ahead on Turn 56 to confirm the absence of Barbarians around the city tile itself. Hestia will be delayed if the Axeman must move farther northeast to actually guard Demeter’s settler on that final turn. I hope to scrape by with only the unused potential to actually guard it. AND I need a Worker to reach the plains hill tile 4E of Poseidon on Turn 56, so he can build a road there in time for Hestia’s settler to use. .
The solution is this: move the Axeman forward, and move my victorious wounded Warrior from earlier to join him. You don’t need health to scout! Then the healthy Warrior moves back to the forest to bait the enemy into attacking him when he has a 90.06% chance to win, same as the last fight. Then two Workers chop the forest to complete the Work Boat so it can push back the dim fog around the vital southeastern hill on Turn 56, and one Worker builds half a road underneath the Axeman and Warrior. This way, if the Barbarian Warrior doe not die, then my other units are right there to clean up, and if it does die, then they can still reach the vital northeastern hill on Turn 55 with the power of just-in-time roads. The cost of this adjustment is that Deltacron the Worker will have to trail Demeter’s Settler by one turn, which delays Demeter’s trade route and Cow Pasture and everything after by one turn each.
Got all that?
Behold, the solution in action! Now do you got all that?
The solution worked. The Barbarian Warrior died. And there was no suspense because I was the last one to play Turn 54, even if I did log out without doing anything.
But then I played the second half of the solution on my second half of Turn 55, and what do my units find?
A Bear. A BEAR! . I was an eyewitness, yet even with my own photographic proof right here I still barely believe it. The Barbarian State is pioneering animal-human combined arms tactics on Turn 55 just to mock me about Guy. . Love you too guys. Love you too.
The Bear had better destroy itself against my Axeman at the dawn of Turn 56. It performs much better than a Warrior would. again. What’s next, Wolfs and Panthers destroying my unescorted Workers in sneak attacks from the dim fog on Turn 56? (But seriously, they absolutely cannot this time because they cannot move to a Wine tile).
Seriously, I just love this occurrence. It’s the funniest thing to happen so far. .
Oh, and Plemadilly’s Scout is returning alive from the south, but whatever. I think it was not down there long enough to confirm for them that the blob ends as Nobody confirmed did for me, but it certainly could have made them strongly suspect it depending on its route. There is as least one more Barbarian Warrior down there that could have chased the Scout away.
Dude made contact with Amicalola via his nameless Work Boat this turn. I still don’t know much about where he lives, but it’s a nice coincidence. More KTB for me!
Also, Dude found Silver, a Peak, and a non-capital Roman city. .
Depending on what Dude finds in the next three turns, I might just tear much of my shiny new micromanagement plan to shreds and race to settle a chokepoint in this region instead. Silver is a valuable thing, and increasing my control over the northeastern blob from “the enemy can still nibble around the edges” to “the enemy is totally fenced out by my culture” is a valuable thing too.
And now what you’ve all been waiting for… THE FIRST GRECO-SPANISH WAR! ! The very first war of Pitboss 66 (maybe, the lurkers have been awfully quiet)! Come one, come all! .
So far it has only been a scouting war, but a very illuminating one.
• Civeel has hooked their Copper.
• Civeel and I are barely land neighbors at all! Look at that windy isthmus. Geography like this is exactly what inspired my bold chokepoint settlement plan. If only there was any food to my southwest.
• A Galley trained in Civeel’s capital of Kaladim can sail to Pig Island in only 4 turns. I have the advantage here, but it is not insurmountable.
• The Warrior in Kaladim is wounded. Interesting.
The First Greco-Spanish might become something more than a mere scouting war. I might occupy their Fish tile with my Work Boat for a few turns. However, I fear that this could encourage them to research Sailing and build a Galley sooner, so probably not. More likely is that I might prolong this war and spend more time in their culture than I really should, with the aim of securing a period of enforced peace that lasts until later. I plan to settle Pig Island in the late 60s (Turn 68, I think?), and it would be nice if I could just forget about providing units to defend it for a little while.
Turn 54: Another Barbarian Warrior has approached from the east and presented me with a new puzzle to solve. The Warrior did come out of the dim fog on Turn 53, but back then my solution was to pray for it to wander elsewhere without causing trouble. . Failed.
In my Barbarian-free simulation, I settled Demeter in the northeast on Turn 57 and Hestia in the southeast on Turn 62. However, those dates were achieved by moving Workers and Settlers deep into the dim wilderness with little defense other than “enough vision for you to retreat from most advancing Barbarians” and “the potential for an actual military unit to share the tile with you on a chosen one of most given turns”. Is my plan sturdy enough to survive contact with literally one enemy unit? (Also, can it survive me just neglecting to move my Axeman forward last turn for some reason? ).
YES. .. (yes).
The chief constraints are these: Demeter’s settler MUST reach the tile 4NE of Poseidon on Turn 55, which requires that I also build 1 neutral road for speed and reach that same tile with the Axeman for defense by then. AND I need a Warrior on that tile by Turn 55 as well, so it can scout ahead on Turn 56 to confirm the absence of Barbarians around the city tile itself. Hestia will be delayed if the Axeman must move farther northeast to actually guard Demeter’s settler on that final turn. I hope to scrape by with only the unused potential to actually guard it. AND I need a Worker to reach the plains hill tile 4E of Poseidon on Turn 56, so he can build a road there in time for Hestia’s settler to use. .
The solution is this: move the Axeman forward, and move my victorious wounded Warrior from earlier to join him. You don’t need health to scout! Then the healthy Warrior moves back to the forest to bait the enemy into attacking him when he has a 90.06% chance to win, same as the last fight. Then two Workers chop the forest to complete the Work Boat so it can push back the dim fog around the vital southeastern hill on Turn 56, and one Worker builds half a road underneath the Axeman and Warrior. This way, if the Barbarian Warrior doe not die, then my other units are right there to clean up, and if it does die, then they can still reach the vital northeastern hill on Turn 55 with the power of just-in-time roads. The cost of this adjustment is that Deltacron the Worker will have to trail Demeter’s Settler by one turn, which delays Demeter’s trade route and Cow Pasture and everything after by one turn each.
Got all that?
Behold, the solution in action! Now do you got all that?
The solution worked. The Barbarian Warrior died. And there was no suspense because I was the last one to play Turn 54, even if I did log out without doing anything.
But then I played the second half of the solution on my second half of Turn 55, and what do my units find?
A Bear. A BEAR! . I was an eyewitness, yet even with my own photographic proof right here I still barely believe it. The Barbarian State is pioneering animal-human combined arms tactics on Turn 55 just to mock me about Guy. . Love you too guys. Love you too.
The Bear had better destroy itself against my Axeman at the dawn of Turn 56. It performs much better than a Warrior would. again. What’s next, Wolfs and Panthers destroying my unescorted Workers in sneak attacks from the dim fog on Turn 56? (But seriously, they absolutely cannot this time because they cannot move to a Wine tile).
Seriously, I just love this occurrence. It’s the funniest thing to happen so far. .
Oh, and Plemadilly’s Scout is returning alive from the south, but whatever. I think it was not down there long enough to confirm for them that the blob ends as Nobody confirmed did for me, but it certainly could have made them strongly suspect it depending on its route. There is as least one more Barbarian Warrior down there that could have chased the Scout away.
Dude made contact with Amicalola via his nameless Work Boat this turn. I still don’t know much about where he lives, but it’s a nice coincidence. More KTB for me!
Also, Dude found Silver, a Peak, and a non-capital Roman city. .
Depending on what Dude finds in the next three turns, I might just tear much of my shiny new micromanagement plan to shreds and race to settle a chokepoint in this region instead. Silver is a valuable thing, and increasing my control over the northeastern blob from “the enemy can still nibble around the edges” to “the enemy is totally fenced out by my culture” is a valuable thing too.
And now what you’ve all been waiting for… THE FIRST GRECO-SPANISH WAR! ! The very first war of Pitboss 66 (maybe, the lurkers have been awfully quiet)! Come one, come all! .
So far it has only been a scouting war, but a very illuminating one.
• Civeel has hooked their Copper.
• Civeel and I are barely land neighbors at all! Look at that windy isthmus. Geography like this is exactly what inspired my bold chokepoint settlement plan. If only there was any food to my southwest.
• A Galley trained in Civeel’s capital of Kaladim can sail to Pig Island in only 4 turns. I have the advantage here, but it is not insurmountable.
• The Warrior in Kaladim is wounded. Interesting.
The First Greco-Spanish might become something more than a mere scouting war. I might occupy their Fish tile with my Work Boat for a few turns. However, I fear that this could encourage them to research Sailing and build a Galley sooner, so probably not. More likely is that I might prolong this war and spend more time in their culture than I really should, with the aim of securing a period of enforced peace that lasts until later. I plan to settle Pig Island in the late 60s (Turn 68, I think?), and it would be nice if I could just forget about providing units to defend it for a little while.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66, Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)
Criticism welcome!
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)
Criticism welcome!