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(June 23rd, 2023, 15:56)xist10 Wrote: 1) Why do you thing of 50 knights as relevant ? I think everyone has infs and MG ? And I don't expect knights (alone) to trade good with both
They won't trade well against that, but in this part of the world cities are lightly defended. We probably would have been better off disbanding them, but having them in the power rating has been useful. I don't expect them to play a role, but the mobility could be handy.
(June 23rd, 2023, 15:56)xist10 Wrote: 2) Can we get a tech status ?
That's one of the things I was planning to do but forgot. Tech has more or less evened out; Of the relevant techs Mjmd is missing Refrigeration and Gav is missing Radio and Refrigeration. There's some differences in niche techs still.
(June 23rd, 2023, 15:56)xist10 Wrote: 3) Do see a victory chance besides hope that the other three nukes themselves back to the stone age ?
3.1) If you attack someone, who would it be ?
Our main hope for victory is if the others beat each up other up enough that we can slip in a spaceship. I could see us attacking both Mjmd and P&P, but mainly as vulturing. We don't really border Gav enough for much of an attack, although we could try to roll up his Superland holdings if he gets clogged down.
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Thanks for that update. This game has been slightly incomprehensible as a lurker who didn't follow from the start, but that clarified a lot.
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Turn 252 (1710 AD)
The world is ablaze, and two new cities join the pyre since last: Plemo lost the fresh city of Satrium on the border, while managing to burn Mjmd's capital of John Paul Jones. Since that was the Cereals HQ this is going to cripple Mjmd's economy. Other than that the world is sort of peaceful for a moment, as both parties try to resettle land.
We're slowly building up some forces, and finally have a nuclear deterrent of our own.
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Sounds like you guys are due for a nice apocalyptic end to your game, I'm jealous.
...wouldn't it be neat to join a giant 18 player game next then?
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I'll wait for this game to actually end to see how I feel. So far, our turns haven't been the worst, but that's only a war declaration away.
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Turn 253 (1715 AD)
When Mjmd lost Kohn Kanaka some turns ago, Ak'Anon's culture snagged the furs it was claiming, so this turn Mjmd came demanding it back. I don't see a reason why not to cave in, especially as it will obsolete in two turns. There was also something I assume is diplo; a demand for Unrest, Horses and Marble.
Another quick look at the graphs should tell you why I still hold Gav as the leader:
We're actually even with Plemo and Mjmd in power, while Gav isn't being challenged on his "low" power. Mjmd's GNP has plummeted with the lost of his HQ, but Gav's GNP is inflated by CreCon culture.
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From the tech thread it sounds like you're in a turn split? Anything to report on the matter?
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No, not a turn split. Just the last months turnpace taking it's toll; I'm no longer used to regularly logging in and playing turns. It's also been hectic getting back from holidays. There might be some action in the near future though...
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Turn 256 (1730 AD)
As Civac covered the previous two turns, it feels like a months since the last time I played... And it almost is. While it's only been three turns, the state of the world has changed again. Mjmd managed to capture the obnoxius Cpt Morgan as well as Jupiter last turn. This sealed off the isthmus towards P&P, and peace immediately followed. Already at that turn we got some diplo offers from Plemo, indicating a war against Gavagai in which Plemo would declare T255 and we'd follow the turn after, but that got delayed slightly. Plemo struck swiftly this turn, capturing no less than 7 border cities. Tech-wise we've cleared out Satelites and Plastics, with Laser (and SDI) due in two.
Pics to follow next turn.
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Are you also going to war?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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