Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[PB78] Dreylin boldly goes

(June 19th, 2024, 07:37)Tarkeel Wrote:
(June 19th, 2024, 06:42)Dreylin Wrote: Actually, question for lurkers first: Superdeath pinged me on discord and asked if I would (should?) tell him how we had made contact. I told him I thought that hiding that info was valid, but again noted I may not be up with the current meta here and would ask lurkers … so I am.

If you hid contact with double-moving, you should tell him. But I think you managed to make contact without him seeing your unit? If so I'd tell him just that.

Yeah, it looks like we skipped in and out but didn’t end turn visible; will let coldrain confirm then tell Superdeath.
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(June 19th, 2024, 07:52)Dreylin Wrote: Yeah, it looks like we skipped in and out but didn’t end turn visible; will let coldrain confirm then tell Superdeath.

I moved the scout so that it always ended the turn away from supereath border visibility. So without a unit of his own looking around, he couldn't see us. Those roads helped to keep the scout hidden when I took a closer look.

BTW, going to play next turn soon if it has rolled.
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Turn 14

Scouting and demos:
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Worker continues farming the corn. Not much else to report right now. First Quechua almost done. I’m inclined to keep it very close to the capital, as the pre-placed roads could allow  someone to appear surprisingly fast from the fog with a warrior. That lake with oasis is about halfway between us and superdeath. Maybe settling there is the highest priority, between the gems and pigs?
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Agreed to keep the Quechua close; maybe send it to have a peek North, since the road network seems to be more extensive in that direction and the Scout would give us warning from the South.

1E of the Scout would also be a good spot: defensive bonus from the hill and the mountains & lake would give limited attack vector from the SE?
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Turn 16
More scouting:
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Overall, there are a lot of pre-placed improvements around and some special terrain feature combinations. Most notably, those lake tiles with oasis are looking very juicy (water is extra valuable in post-apocalyptic wasteland? Although this land looks incredibly rich for a wasteland, maybe some beneficial mutations have slipped in?). First Quechua is done and heading north, worker will complete corn farm next turn. Worker plan:
  • Finish corn farm.
  • Move back on grassland river tile and build farm for 1 turn. Cancel action immediately.
  • Move to ivory tile and build camp.

Research is set to animal husbandry. What is planned next?
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Once the farm is finished we switch to work it immediately. I think we probably build 2 more Quechua and then start a Settler at size 3. Not sure how the timings will line up.
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Settled into some stability for the next couple of days; will try to borrow an iPad from one of my family to get a better look. Can you take a couple of specific screenshots for me please?

Shot of Kirk
Aerial shot around Kirk zoomed out.

I think the Scout should get a look at what’s in that barb city before heading South. When it does, take a zoomed in shot of the city so we can take a look for pre-built buildings.
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Turn 17

View of scouting:
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Unfortunately I didn’t check your message before playing, so I didn’t catch a glimpse of the barbarian island city yet. Worker completed corn farm, here’s view of Kirk and its surroundings:
[Image: oVgqPhs.jpeg]

[Image: LNHz45L.jpeg]

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Thanks coldrain!

No worries on the barb city, we’ll get a view on it in 4t when Kirk’s borders pop. Scout should probably head South next rather than loop West past the Barb city. Also once the borders pop we can send the first Quechua North - I’m pretty sure we want our first city in that direction for the immediate trade route connection, so we need to see what is past the city ruins.

(Note to self, I also need to confirm if the pre-placed roads give connection even if we don’t have The Wheel)

Please don’t forget to mark that held Maceman blocking the SW pass, and the one in the NW. We need to prioritise Machinery so we have Crossbows ready by the time those held units are released.

Any thoughts on next Tech? I’m wondering about grabbing Pottery for early Cottages and to get our Terraces going, but also think we’ll need Mining-BW soon for Slavery & Copper. Maybe if we have easy access to Horses we can delay.
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Oh also can you take a quick snap of the Tech Tree so we can see what Superdeath might have, and of the Top-5 cities to see how many have grown. I’ve taken a quick look at pbspy score updates and we were the first to get a second tech, but looks like some of the others may have reach’s 2pop.
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