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[spoilers] DTG thinks filthy casuals are ruining Realms Beyond

Assuming the game reloads, you should replay the rest of your turn the same. (e.g. still settle exactly where you did)
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(August 11th, 2016, 16:11)GermanJoey Wrote: Assuming the game reloads, you should replay the rest of your turn the same. (e.g. still settle exactly where you did)

Yeah. Everything but the Scout's movement will stay the same:







The Scout needs to move onto the hill with the Impi, not 1N and then 1S (i.e. what I did, thinking the Impi was still on the Forest Hill).

Anyway, the game's pretty messed up regardless. If the decision goes against us, maybe our Quecha will prove a super-hero and kick-start a glorious campaign against the Zulu.

edit: the Quecha in Syllepsis might move too. I hadn't touched that unit before logging out.
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The fact that gsorel said it was ok, when that team is the only other one who knows what's at stake and indeed stand to gain from wrecking us, is encouraging (and very gracious of them; I will definitely remember that). Also, all our neighbors OKed it (after Elkad wanted verification; thanks for mediating that, GJ!), so I feel like in an ideal world we should be good to go ahead and ask. How many more players do we need?

(Incidentally, is there a place where the community standards for what does or does not constitute grounds for granting a reload are laid out? I checked the sticked Pitboss Etiquette thread, and found rules concerning "replay the same apart from the necessary deviation," but not for "when this consideration is OK," which I assume is part of today's frenzy of activity in the lurker thread)
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
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Whilst it is good to acknowledge a players actions like that, as it helps foster a good community spirit, you don't give him favours for it.

You fight him to the death, no quarter given in game. Because that's what's fair and right to everyone else.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Oh, certainly, I intend to help DTG crush him into dust if at all possible.

But, y'know, it earns them points in my Is A Mensch book.
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
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Well, here's to a protracted decline rather than a sudden swift end toast:




Pre-mauling demos:


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I opened the game to this:




I accepted, because (1) Elkad declared war on us shortly after, and (2) Skotison's borders popped this turn, so gsorel's Impi is pushed out further than he will have anticipated:




Unless someone has any better ideas, I think I will repeat the share-tile trick with the Scout. It will stop the Impi from moving onto our Sheep again. (edit: actually, it might get teleported 2NE of the Sheep, so no guarantee there).

In the west, Elkad only brought one Warrior to Juxtaposition. I moved the Archer into the city:




He has moved a Worker onto the Pigs, so his Copper is now connected. NC plays before Elkad, and should move his Warrior 1N. So Elkad will have to cover his Worker with *something.* So I think we should offer a peace treaty, rather than a ceasefire. The former would let us connect our Copper securely, whereas the latter doesn't change the game situation for us at all.

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I think Syllepsis needs to switch its build to an Archer, to enable a whip, if Elkad tries to move an Axe at us. Skotison is debatable, but I think starting an Archer is probably preferable to continuing with the Worker. I haven't checked, but a Quecha + 2 Archers will surely be able to attack out and kill an Impi on flatland. This will also mean that we can move the present Skotison Archer towards Elkad, again to protect from a potential Axe rush (though I need to think about this some more).
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Can NC move onto the hill (1W) and threaten the new city?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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(August 13th, 2016, 16:52)Ruff_Hi Wrote: Can NC move onto the hill (1W) and threaten the new city?

Elkad's new city? He could, but he also could have moved 1NW last turn and didn't.
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I'm in two minds about extra Archers. On the one hand, the ability to threaten the Impi seems good. On the other, I feel like we'll probably need all the worker labor we can get to hook up Copper ASAP, wherever it happens to be in our borders, and a whipped Axe would be much better for Impi-deflection. I'm less concerned about a threat to Syllepsis, given the level of visibility we have against slow-movers. When does it hit its next border expand?
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
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