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RBP3 [SPOILERS] Hannibal of Byzantium (Bobchillingworth, ManiaMuse & SleepingMoogle)

Something else that I forgot to mention earlier: we should see if anyone is interested in trading our spare Rice for another health resource (ideally wheat or corn). Extra health is pretty useful right now, as the citadel will go into unhealthiness as soon as it finishes the forge.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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Augh.


Logged, in moved a couple units- including attacking with the flanking chariot vs the barb axe, which resulted in our chariot dying at 87% odds. Really stupid move on my part, I wanted that damn sentry promo smoke


Founded Ilos, whose name I misspelled. Didn't touch the workers or the archer on the Iron- where is he going?


I guess we can build a new chariot after the axe if you think we need 5. Might make more sense to splurge for a HA instead, so we can flank catapults?

Krill is healing his war chariot. I'm somewhat worried that he may attack our chariot once he finishes; we can position the 2-promo ready zone chariot in such a way that he can avenge our guy if Krill does attack, I think.

One barb warrior remaining in the south, not sure if we want to kill it with Garrus or not; the promo would really be nice on him.
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Heh, it seems that we are both cursed with rotten luck vs barbs. alright

Anyway, that flanking chariot was intended to take the axe out. Now that it hasn't, we may have to send another chariot to deal with it. Maybe we can send the one at Feros north for a bit?
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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I guess any of the chariots will do. I think Jenkins is scheduled to die from terminal decapitation via barb axe next turn, so we're going to be short on sentries. We could pump out a couple quick scouts, I guess; useless as military, but do we really need another two chariots at this point? I would rather get the scouts built & out of the way, and then either get some HA, a forge, or spears for the 6th city. Possibly want at least one more spear before starting the forge.


Don't forget to move the workers and rename Ilos before the turn rolls over tomorrow smile



We're waiting to grow a size before running 4 merchants in Eden, right?
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Arches should be the new sentries. Costs only a few hammers more, but especially on a hill they can fight off most anything right now. That archer was headed to sentry the NE where the Chariot is currently casting envious glances at Egypt's superior ride.

Anyway, moved Workers etc. The emphasis right now is to link up Ilos via road and hook up the gold. There's 3 Workers near the city to make that happen.

Other happenings: A bunch of Civs adopted bureaucracy this turn, and Babylon completed the Great Library.

T100 report:

[Image: T100Overview.jpg]

We planted our fifth city this turn, which is probably a tad slow this game. Hopefully we'll be able to catch up in the next 50 or so turns, getting cities 6 and 7 out quickly should be a priority.

The Citadel:

[Image: T100Citadel.jpg]

Unsurprisingly, the Citadel is the strongest city at the moment, able to put out good commerce and production depending on need. Once the forge is in, we should probably let the Citadel grow to size 9 and look at getting out another Settler.


Feros:

[Image: T100Feros.jpg]

Feros is continuing to do its job at putting out Military, but it's rather sub-par location is beggining to show. Hopefully Therum will be able to take over soon.


Eden Prime:

[Image: T100Eden.jpg]

Our secondary commerce city is doing pretty well, although the lack of production is a bit of a concern. Right now it's working merchants to pop a Great Merchant later on. After that we should really get that library finished asap.


Therum:

[Image: T100Therum.jpg]

Therum will hopefully take over from Feros before long. It has huge production potential, but lacks population and infrastructure at the moment. Eventually though, it should become a primary production centre.


Ilos:

[Image: T100Ilos.jpg]

Founded just this turn as a commerce city, Ilos will probably see a number of cottages built to get the city up to speed.


Military overview:

[Image: T100Military.jpg]

We've taken some hits from barbs lately, but overall we don't look too bad military-wise. We need some more Axemen and Archers to round out defense, but if the attack threat doesn't materialize, we can focus on infrastructure instead of defense again soon.


Demographics overview:

[Image: T100Demographics.jpg]

Demographics can probably be summarized as 'not bad, but not great either'. We're a bit behind at the moment because we didn't expand as fast as most others. This is something to correct in the near future though. smile
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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I logged in and moved a few units, including the southern road workers, but left the other workers untouched, as well as the archer. Barb axe promoted to combat 1 but thankfully didn't heal much, so we can easily whack him in a turn or two with the chariot currently residing in the Citadel. Garrus flawlessly murdered the barb warrior in the south, gaining enough exp for a promo; another barb warrior was been spotted and will arrive in a few turns, Garrus might as well kill that one too (odds are 99% on flat ground).


I'm not sure we need another axe after our first completes (are we naming them after Krogan? We really should.), since maces will be hitting the scene very soon, and I'm pretty sure our enemies aren't going to invade us with swords or spears. We just need one to position on or near the iron as a zone defender in case a barb sword shows up.


I had an idea for Ilos; how about we make use of caste system there and run an artist for 3 turns to pop borders? We also get 3 beakers out of the deal, but more importantly it allows us to get that city immediately started on either a granary or library.
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Alright, I moved the remaining units and ended the turn. Most Workers are headed south to improve the terrain. The three workers near Ilos now should finish up the road connection, then hook up the gold and build some cottages. We probably want to chop the jungle as well to alleviate some of the health issues. Eventually, some Workers can go back to Eden to build more cottages there, and hopefully we can connect the Sugar there as well by that time.

A fourth Worker is currently on his way south to give Feros its desert mine. Until we have Calendar or Civil Service, there's not much else we can give Feros right now. They could work the lake tiles for a minor commerce boost, but that's about it. Better to try and squeeze out some more production I think.

I also filled out the google documents as requested, although our figures are a bit low compared to what they'll be in a few turns. We'll work more cottages at the Citadel once the Forge finishes, the road connection that finishes next turn will generate additional income from Ilos next turn, and Therum isn't far off from working the Winery.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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T102 came along. We were gifted construction this turn (we have some fancy bridges now) so we can start on Cats if needed. Feros finished an Axeman and is back to an Archer. With Jenkins biting the dust last turn, we need an additional sentry and archers are the cheapest option that can withstand attacks as well. Therum finished its Granary and is now working on Barracks.

Our Chariot at the Citadel took out the barb axe and gained enough XP to promote to Sentry, allowing it to take over the NW sentry duty. The SE barb Warrior is moving towards Eden, but will have no chance with the units stationed there.

Workers finished linking up the road towards Ilos for juicy trade route income, and will start mining the gold next. Another Worker is preparing to mine a desert hill tile for Feros, and two more are improving some tiles for Therum.

By the way, we may have to run 0% science for one more turn to get the funds to complete Machinery. Ruff is concerned about the movement of some PAT members, so he's keeping his gold for the moment.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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Ruff's concerns are stupid, it's just two scouting axes from Maya and Babylon. Actually, the Mayan one is clearing fog for an expansion in Ruff's direction; guess Ruff will just have to deal with it.


Can you request an appropriate amount of gold? I won't be able to log in to see how much we need for a while smile

If Ruff can't / won't give some, then someone else could maybe?
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It's not a bad idea to be wary, to be honest. While we are fairly certain Byzantium won't be the recipient of a surprise attack, few others have the luxury of neighbours that'll actively try to prevent them if becoming targets. PAR will certainly try to attack someone sooner or later, and while Babylon and the Mayans won't support an attack on us, I don't think they have the same reservations if the Aztecs were to be attacked.

Anyway, we have enough gold to keep going on full research for another ~4 turns so there's no real cause for concern yet. If supplies are running low, we'll ring the rest of CUDDLE. I'm sure they'll want to see Machinery being completed asap as well.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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