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(April 10th, 2023, 17:25)naufragar Wrote: ![[Image: son-psych.gif]](https://media.tenor.com/NXKTAZS8C8YAAAAC/son-psych.gif)
Great show! One of my favorites
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It's so good! I hesitated about using the word "asshole" in the post because it would clash with Psych's wholesome atmosphere.
There is no way to peace. Peace is the way.
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Next turn will be a big one. We moved up to Magic's borders in a show of "strength" and offered another peace treaty:
My stack can't be too big because I've got to garrison against Ginger. This is a harrowing turn. Moving those units onto an unroaded hill makes me very vulnerable for one turn to the horse archer plan I described last report.
And you can see that Commodore has yet to gain cultural control over the tile he roaded, so he's basically just given Magic a fast avenue into my territory for no gain of his own.
Next turn, our Great Prophet is born and we see how much of Divine Right he can bulb. The Minaret will be about a +33% net gpt increase, so I'm desperate to land it.
I still don't have anything intelligent to say about the Magic war. He didn't take peace two turns ago, so he must be planning an attack in the next 8, but it's hard to say what he's after. It could be that he hopes to distract me while Ginger attacks, but I'm far stronger than Ginger and also just saved one of Ginger's cities from being burned.  Of course, once Ginger tastes his own medicine, he gets laser focused on vengeance, so who's to say if he and Miguelito won't just suicide a bunch of axes into me next turn. (Peace treaty expires then.  )
There is no way to peace. Peace is the way.
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Peace reigns in the Greater HOSAV! Magic reoffered a peace treaty, and we accepted.
Of course, Magic's lust for violence is still not satisfied, and he's moving up soldiers to attack poor Ginger/Miguelito.
I'm sorry I'm unable to defend my stalwart ally and good friend Ginger/Miguelito. Blame Commodore's Foreign Roads Improvement Plan.
There is no way to peace. Peace is the way.
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Looks like I'm going to miss t143. If a kindly lurker would make the following moves, the game can keep on keeping on.
Workers:
-The 2 workers near Tortuga move 1S and road.
-The 1 worker near Cathy Ames roads.
-All 3 workers near Mos Eisley build a windmill on the roaded tile 1E of the sheep.
Cities:
-Mos Eisley swaps to the Spiral Minaret. Its two priests change to 2 windmills. One cottage (the most NE one) changes to a plains hill mine.
-Innistrad starts a crossbow.
Units:
-The stack near Tortuga moves 2SE.
-The Crossbow near Innistrad moves 3N of Innistrad.
Thanks very much! You, whoever you are, are wonderful.
There is no way to peace. Peace is the way.
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I logged in to get it, and discovered that it was still on T142. Will most likely be able to get it after it rolls as well.
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Turn 143 (660 AD)
DivineRight comes in on schedule, and Islam is founded in Ankh-Morpork. I've left the missionary unmoved. I left the scout covering Ginguelio in place; There's a settler SE of it. The scout in SD-land I took the liberty of moving towards Gavagai's invasion:
You didn't specify tech, so I started Paper at 0%. Mos Eisley for reference:
All other units moved as specified; There's a fresh crossbow unmoved in Innistrad and a worker W-NW of Tortuga I don't know what you want to do with.
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Tarkeel, you’re a saint. I can’t focus too well. Let’s just fortify the crossbow and move the worker SE to the sheep. Would you set tech to Engineering? I should’ve mentioned.
Thanks again. You were faster that half the players.
There is no way to peace. Peace is the way.
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Thanks again, Tarkeel. I really appreciate your willingness to step in, and I'm sure the other players appreciated how smoothly the turn ran.
Since you put the chariot in view of the (hilarious) Gav-Superdeath war, let's continue following that story:
Superdeath is in Slavery+Vassalage, and 4 turns is a long time for a defender to whip up a defense, but I still suspect Superdeath is in terrible danger. The reason this is all hilarious is that Gav, who had been pounded on by Comm and Pind since as long as I can remember finally gets a moment of peace, sees that his economic prospects are in shambles, and decided to fix them with the Great Lighthouse, which was already built by Superdeath. Superdeath, for his part, has done nothing since building the Lighthouse, and he trained no soldiers. I can't explain why. Perhaps he thought he was safe from Gav who was getting torn into, but he also borders Magic who could've killed him at will.  Oh well. Hilarious.
Less funny and more scary is Magic's upcoming conquest of Miguelito/Ginger:
I wish I hadn't had to give Magic peace, but the Horse Archer threat was too great. (Notice that Magic has in fact built a sprinkling of horse archers.) This looks like a slaughter waiting to happen. I had forgotten that Drill unlocks Shock, so Magic's Protective Crossbows are super beefy. Magic can bombard with Accuracy cats for a turn to get Mig's defenses from +50% to +10% and then he can slaughter all those axe defenders. It's gonna look really ugly over the next turn or two.
Thanks again, Tarkeel!
There is no way to peace. Peace is the way.
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