Is that character a variant? (I just love getting asked that in channel.) - Charis

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Poll: Which is your favourite Muppet
You do not have permission to vote in this poll.
Kermit the Frog
3.85%
1 3.85%
Miss Piggy
0%
0 0%
Fozzie Bear
3.85%
1 3.85%
Gonzo
7.69%
2 7.69%
Rowlf the Dog
0%
0 0%
Scooter
7.69%
2 7.69%
Rizzo the Rat
3.85%
1 3.85%
Pepe the King Prawn
0%
0 0%
Bunsen Honeydew
0%
0 0%
Beaker
7.69%
2 7.69%
Statler
3.85%
1 3.85%
Waldorf
0%
0 0%
the Swedish Chef
34.62%
9 34.62%
Sam Eagle
7.69%
2 7.69%
Dr. Teeth
3.85%
1 3.85%
Animal
15.38%
4 15.38%
Total 26 vote(s) 100%
* You voted for this item. [Show Results]

 
[Spoilers] It's time to play the music

Turn 192

Pretty dumb to allow Mack to farm Caravels for XP wasn't it? When he upgrades this to a Destroyer it'll be a 10-mover. eek


That TBS power spike keeps going. All I've seen so far is Rifles, but he completes Mil Trad this turn so Cav will be incoming. I've checked part of his REM coast and can't see any boats, so I guess it's intended for Commodore...

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Turn 194

And we're off. I didn't think TBS had enough force in the south so I'm heading over here to see if he's going for Commodore's core...


Something is going on here. I'll bet the target is OT4E so I moved some units to take advantage if so.


Goodbye Comotay, we barely knew you.

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Turn 195

Found 'em. We'll catch up with the main force next turn and find out just what Commodore has in store for it. He gets Steel this turn so perhaps some Cannon will stall the attack... Somehow I doubt it though.


If Mack is about to hit OT4E we have a choice of hitting OT4E's north or we vulture some of Commodore's remains. We could take Bilot City and The Wall next turn if we so desired without much comeback. His capital, Kojack, is likely to be better defended, but burning it before TBS takes it might be a good idea. Re: OT4E we should be able to take Cutthroat and Vilcas on t1 of any war, while Machu Picchu can be shanked in six turns. Unfortunately that leaves the Hindu shrine and capital for Mack to keep.


Over here Mack's Privateer can escape to his culture where we can't attack without declaring, but at least our Frigates will give forewarning if he's not attacking OT4E. He's got Mil Sci so the Rifles we'll start building next turn aren't going to defend well against Zerk->Grenadier upgrades.

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Turn 196

Two of Com's Muskets get odds on TBS' Cavalry, but this should be an easy win. We'll find out more about his defences next turn...


I'm beginning to think sticking with Caste (for the GP plan, the newer cities without specialist slots and the border cities which run artists) was a mistake. Another hundred hammers here would probably put us ahead of Mack, but TBS's mfg is just silly :/.

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Turn 197

TBS is having fun.


It looks like we could burn Kojack at some point (not next turn because of teleportation) so its a question of when is the best time to do that.


REM has Sci Meth and is on his way to claiming either Communism or Physics. The latter would torpedo the 5-man golden age plan so I'm assuming he'll go for that one...


Maybe we should invade him instead of OT4E for ruining our game.

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Turn 198

The bad news is that OT4E is planning to burn Uncle Travelling Matt this turn. We could possibly stop him by suiciding three Maces on his Musket.


In the end I decided to upgrade a Mace to be a Rifle meaning he'll get <1% odds in the initial battle. It's annoying as I was planning to attack him after Mackoti does and this could cause him to focus on us instead of defending vs Mack. I moved our stack to a better defensive position and upgraded four 9XP Knights to Cavalry. I won't attack though, because I don't want to distract OT4E from the real threat.


On tech TBS gets Steel this turn, so we can start researching it with three known-tech-bonii next turn. Drama is a handy overflow store to allow us to attempt to 1-turn the tech and start getting some Drydocks built. I think the Ironworks will also go into Big Bird as that's going to be our biggest and best late-game hammer city.

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Turn 199

OT4E didn't attack after all, he moved the workers SW giving him an opportunity to come for The Count instead. We have plenty of Cats and other units in the area though, so it'd be pretty dumb to attack. Maybe he just wants to chop the forests? I realised that Ollantaytambo's 60% borders mean we can't actually resettle after hitting Vilcas, so the attack will have to wait until Mackoti takes out the bigger city.


Over here our boats full of Swords only just get odds on Quetchuas. The Frigate can reduce the defences by about 15%, but that only improves the odds by 3%. Probably should have thought about that before sending them all the way around here. The alternative is to send them back up into Comm's culture and teleport to the west coast where his cities may still be vulnerable.


In the west we've had good relations with REM all game, although he's been very aggressive with the EP spending due to his many Rathauses. He's got a Privateer which I might be able to sink with a Frigate next turn or the turn after - should I? The alternative is just to park the Frigate next to the Privateer to let him know we know.


Down south he's had this Galleon sentry net out for nearly twenty turns. We have a couple of Privateers in the area that could sink them for the XP. If we're sneaky enough it could look like Mackoti's doing, but he's had Privateers for ages without taking advantage, so I don't think REM would buy it...


On the other side of the world TBS's army is huge. Even with this many Cannon and Cats I don't see Com killing much of it. We'll lose Corn, Deer, Silk and Wine when various cities get captured/we declare to vulture Commodore's remains. The first two will actually hurt most so I've asked for trades from TBS and Mackoti.


We'll get Steel eot200 (I hope), so I'm looking for an Ironworks candidate.

TSC's base production isn't much to write home about and we'll want West Point here once we get a level five unit.


Animal could be a great Ironworks city, but it's where a quarter of our beakers come from so I'll rule that out.


Beaker is hobbled by the mountains and is our second city for research, but could be a decent candidate with levee, workshops and mines.


Waldorf isn't a terrible candidate I guess. If it took the wheat back from Scooter it could grow onto some workshops. No Levee though. Putting the Heroic Epic here would have made a lot of sense...


Big Bird is the best city for it by a country mile, except that it's already got the job of producing our Great People.


Oscar is pretty nice in theory - lots of hills and river tiles, but lacks the food and population to be a proper hammer monster. If it took the farms from its neighbours I guess it could grow pretty quick.


So which do you prefer?
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hey, hope you are well, do you plan to win this? crazyeye
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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(August 30th, 2016, 16:02)Fintourist Wrote: hey, hope you are well, do you plan to win this? crazyeye

Aloha! Well with Mackoti and REM taking two weeks off we could perhaps declare a moral victory...

As it is TBS is about to get a huge boost from Commodore's lands and Mack from OT4E's shrine. We'll vulture a bit of each, but not enough to stay relevant, so unless TBS and Mack actually come to blows we need to come up with something. Attacking REM is the only really plausible idea, but his shrine and Rathauses mean he's keeping up nicely in tech and has city visibility on us frown. Perhaps the 4-man and 5-man golden ages can change something, but I suspect not.
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Turn 201

Mack is proposing a 40 turn NAP.


He took a lightly defended southern city and is forking OT4E's capital and the Hindu shrine.


He's also forking Ollantayambo and Corithingy. We're set up to take Vilcas and Cutthroat if he does. Or even if he doesn't. I thought we should hold off hitting Commodore until the dust settles around here.


TBS is employing the carpet of doom against Com's Cannon lol.


Revenge!
- Frigate vs C1 Privateer 74%... Flawless win!
We now have 79/90 XP for the next Great General and we paid back a Caravel and a bit.


REM got the Communism spy this turn, we complete Steel this turn and start some drydocks and the Ironworks next turn. We could push for the Physics Scientist - it'd take about 10-12 turns depending on our golden age and whether we burn a great scientist on it. I presume REM can beat us to it if he wants.

I offered the NAP back to Mack. Perhaps he'll go attack TBS next. (He's going to attack REM frown.)
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