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

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[Spoilers] Honest Cyneheard inherits the purple.

I really should update better. It's T168. I'm moving my massive stack into position so that I can hit Ware Jabberwock (our first fallen city) the turn the treaty expires (T170). Popped the GG for 1XP across 20 units (got 19 of them their 2nd promo, which may be an RB record). If he manages to stuff enough troops into it that I wouldn't succeed, I won't declare. Figure I've already lost, might as well try to go down fighting. Simply waiting for something to happen is insanely boring.
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What's in your massive stack?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Merovech Wrote:What's in your massive stack?

Junk, but he's mostly got archers (T169 had 1 WE and maybe some horses?). Catapults, axes, spears. ~30 units. I think he played after me last turn, so when I go in and play (soon) I'll have some screenies.
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So he had:

3 archers
1 WE
1 XBow
1 Mace

Sent in the 4 suicide catapults (3 died). Axes (Combat II OR City Raider II, depending) cleaned up the 6 units without loss. Ware Jabberwock is now "One Moved." Screenshots to follow. Offered peace, not terribly keen on fighting another bloody war, but he'll have to decide that for himself. But my stack was on a hill. There's no way he didn't see it, and he was one of the last people to play on T169. The treaty was signed on T160, so on T170 it's fair game.
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My stack wasn't all that scary:
4 Catapults
13 Axemen
7 Spearmen

[Image: purY1WqE]

But it got the job done:

[Image: GcgPLshq]

And the LB will show up soon enough, and that city is going to be really hard to crack. In about 10ish turns I should have Guilds, and Cataphracts are going to be friggin' awesome!
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Oh, and in other news:

Krill declared war on me to prevent me from trading with Azza. Not that big of a deal, I was selling a horse to him, but because I'd messed up, I was also BUYING a horse from Scooter, so cancelling the Scooter deal was fine with me.
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Congrats. A nice example of how good siege is. Axemen versus crossbowmen? No problem.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Merovech Wrote:Congrats. A nice example of how good siege is. Axemen versus crossbowmen? No problem.

Aye. If nothing else, this opening salvo was worth it. And I think I've got the troops now that he's not going to take my land back so easily.

Unfortunately, Commodore's following an EE (he stole Monarchy and still has almost 3k EP against me). I don't have the ability to afford the buildings it would take to counter that, and I expect he'll steal Guilds the moment I grab it. Which sucks, but I get better knights than he does.
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Are you saying you bought Horse from scooter and resold it to Azza? You can do that? I thought you could only trade your own resources away.
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NobleHelium Wrote:Are you saying you bought Horse from scooter and resold it to Azza? You can do that? I thought you could only trade your own resources away.

If I'm understanding correctly, he has a native source of Horse that he was trading to Azza, which he was replacing with a source of Horse from scooter, but when the Azza trade was canceled, so was the scooter trade (or he went and canceled it himself manually to get back his source of Horse)
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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