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[PB64] naufragar's bingo parlor for assassins

I worry I'm going to develop a reputation as a warmonger:


I had planned to plant a city on the plains hill to the northeast of Gav's newest city, so that newest city needs to burn. Since his southern one is under-defended, it seems like a good idea to burn that one too and return that gold mine to my borders. Unit supply costs are 14 gold per turn, so I need to pillage ~28 to make this profitable.  popcorn

Amica built the Mausoleum of Mausollos:


Amica and his world-leading empire in an extended golden age is going to be absolutely terrifying. I wonder if Amica is researching Civil Service on his way to Nationalism. I had assumed Ginger was a lock for all the artsy stuff, since he researched the top of the tree forever ago, while Amica and I were in our arms race. (Seriously, Ginger got the Music artist on what? Turn 100?) But Ginger has decided to tech Gunpowder into Chemistry. This makes absolutely no sense to me. He has an army rivaling mine and Amica's while being at about half our city count. He neighbors Commodore, who is scary I admit but has very few attack vectors into Ginger, and Superdeath, who has been essentially defanged since the ancient era (except when he did excellent work against Gav after I got rid of Gav's cavalry). Does Ginger really think he needs Steel, while ceding the Taj?

I've said it probably several dozen times this game: Ginger's play is mystifying. I can't tell if it's mystifyingly good or bad. (If Amica lands the Taj, I'll scream that Ginger has thrown the game, but that'll just be my emotions talking. wink ) (But seriously, does Ginger have a proactive game plan that isn't "protect myself from my relatively non-threatening neighbors"?)
There is no way to peace. Peace is the way.
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Fuck no. Absolutely not.


You saw my settler. You saw him load up into a galley. You see my two workers on a tile outside my borders where the only thing they can do is road, and you double move me to plant this city? Fuck no.

I've made no other moves. No combat has taken place. We need to reload to the turn roll.
There is no way to peace. Peace is the way.
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Which city are we talking about
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Threemosabe. My two workers were on the plains hill 1SE of the city.
There is no way to peace. Peace is the way.
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When you say he saw your settler load up in a galley. I assume that was in the northern part with the new feverdream city?

I'm asking because that feverdream city was founded in T188. You then played T188 after him and double moved him in T189. He in turn double moved you back in T189 and T190.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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We had peace on t186. I ended turn and player first on t187. Amica played eot187, first on t188 and founded Feverdream. (I'm 99% sure he asked lurkers about this since he saw my settler. Not sure what you all told him...) I played second on t188 and first on t189. Amica played t189 and then founded Threemosabe start of turn 190.

At no point have I ever seen an Amican settler. Twice he has seen mine and double moved me to found cities.

I'm not letting myself get double moved twice for two cities. I could stomach one. Not doing two.
There is no way to peace. Peace is the way.
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We are discussing the T190 one. The first settling was fine, because after the peace you double moved and then he double moved too bringing you both back to the turn order from the war.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
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To say there has been spirited discussion is an understatement. Would you be willing to settle for a lurker coin toss for turn split?
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Longer, bitter rant when I have time. Meanwhile, so be it.
There is no way to peace. Peace is the way.
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Another solution that I brought up is to let both of you settle (Amica's city would have to move 1W). Would that be mole palatable to you?
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