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[PB66 Mjmd] I HAVE NOT YET BEGUN TO FIGHT!!!

Do you want me to offer OB? Or just check if they are available to track whether they have researched writing?
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Wow, this signage is overwhelming! I'll do my best to follow this.

Neither had OB ovailable. Civac and Magic signed peace.

Research in sailing turned on.

The signs show many units whips and overflows over the next 3 turns. Where do you want all those units to go? My best interpretation of the signs is that you are planning an attack on Jack? And you want to stack everything (including 2 workers) on T77 on the corn that is highlighted in the below screenshot, and to gather everything on T76 onto the plains tile 1N of The Arabic as the staging tile before moving to the corn. Is this correct?

   

One last question for now in the north ...

   

I'm assuming that this impi is supposed to fortify in place on the jungle to fight the barb warrior, right?
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Sugar, but yes your first part is correct. I'm sorry for all the instructions but sadly necessary. Edit: feel free to delete t74 signage if you want. Up to you.

The reason I have the worker roading the jungle pig is to get that impi to the front. With overflow capital should be able to get a chariot there in time easy. I'm hoping enough overflow and natural prod for 2 chariots even but I dont think the math is quite there.

Unless the game zips through the weekend I should be back for t77.
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Warrior in the northwest advanced one tile further, then turned around so there are at least a couple turns reprieve there. Started moving units towards the "gather T76" rendezvous point. After making a few unit movements and a 4>2 Impi whip I turned down the slider to 10% to finish sailing per plan and ... uhhh ... you have just enough gold to complete sailing this turn at 10% but you are already losing 1gpt at 0% slider. You have about 7 or so units completing at end of turn which will put you into solidly negative territory.

I think with regrowth of a couple pop onto cottages and working a couple coast tiles you can stay out of strike for now but with added costs from supply it might get dicey. Before proceeding further I just wanted to confirm that you want to stick with all these units builds and additional whips this turn. The whips scheduled for this turn are newly-grown pop that defaulted to forests so they won't have a further hit on income directly other than the units that they complete. But instead of whipping one or more of those units you could save those pop and work coast for some emergency gold. Let me know what you want to do. If you'll be home soon it might be best for you to delay the turn a bit and play it yourself.

EDIT: you currently have 7 gold in the bank, will need 6 to finish sailing, and are currently losing 1gpt at 0%. After additional unit builds you will be at -8 next turn until shifting around a couple pop. It might require swapping a food resource or two for coast to stay out of strike ... and that's with all units remaining inside your territory.
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Turn off tech. Its war economy time!
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Complete whips.

With current barb warrior time can 2nd chariot from capital get there in time? Or did you already send the first one?

Ill be back next turn.
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Aye aye Captain!

The chariot that completes this turn at the capital can cover if the barb decides to come at you again.
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Here are a couple screenshots for you, taken just before logging off. There's also another Spanish warrior with 10% fortify posted to the east of John Kanaka. It is 3-turns movement from your city and fortified for a couple turns already but just wanted to point that out.

Whipping a few more pop actually saved you 1gpt in maintenance so you're breakeven at 0% this turn.

   

   
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That Spanish warrior has been around for a while. It gave me a brief scare by moving once, but what kind of idiot would leave a key city open to a warrior attack on t76.....

It's one of those they dont know and it wouldn't make sense for them to do without knowing. 

I did have a warrior there, but I wanted it to garrison general Taylor so I could have an extra chariot.
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T78

No one guessed my NW city name. I'm disappointed in all of you; I've literally been waiting GAMES for a city to the northwest of me to be canal. The fact it came during American game is just perfect. Edit: I realized I forgot to actually rename in game, next turn!



Speaking of being disappointed, I'm too embarrassed by this attack to actually show it. Even though it literally came up earlier this game I forgot tundra costs 3 turns to road.........

Anyways, took his border city, will see how much the delay costs me. It might not at all to be fair as it looks like it is still the fastest for 2 movers. I probably would have eaten the loss of economy though for the extra 2 workers if I had remembered.... but on the bright side I'll probably be glad of that extra economy soon.

Stupid barb warrior is being annoying; probably should have whipped chariot in NW passage next turn but ah well. Sent capital chariot south. Worse that happens is barb warrior pillages the road.

Civac sent pig for pig which I'm assuming is fish for fish. Also, gave me open borders, which is worth A LOT. I'm trusting him with a worker. Here is where you can earn yourself a game long ally. They did just whip a TON, so hoping not a prequel to an invasion.

[Image: YmgsDda.png]

Magic settled a cowards city on the hill, so assuming has very little interest in me. I did decide to finally get culture going up there as that will be important to control the forest between us.

Does anyone know why I can build a lighthouse on the southeast body of water, but not a galley? I was planning on ferrying a worker over to the fur. I thought if you can build a lighthouse you can build ships (and I can build work boats).
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