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RB Pitboss #1 SPOILER - Mali

T117/50 AD: Do Geese See God? (Axe) successfully defends against barb axe. Shadyforce accepted Spices for Dye trade. The Cheat puts 1t into road on Marble 1E of Naya site. Settler moves to Naya site. DeForest starts camp on Wolf 359's Ivory. Samwise finishes third farm outside Isengard, which now works all three farms. Request Drama from shadyforce. Email shadyforce about settling city between him and Imhotep.
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At long last we are back! Here's my turnlog:

T118/75: Accept Drama from shadyforce. Start lighthouse in Root Canal, will be whipped t119 or t120. Start Maceman in Strong Badia to be whipped next turn. WE (Lonely Tylenol) finished in Sullla. Casper moves to hill 1W of Root Canal to build mine. Samwise finishes road SE of Isengard. Found city of Naya, start Granary, work 1/2/0 tile, The Cheat starts farm on Corn. Whip Settler in Wolf 359. Ask for 200g from Ruff/TAD, since I'm at -78/turn with 115 in bank and 4 turns to go on Engineering.
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Turn 119/100AD: Skirmisher (Not a banana baton) finishes in CBP, fortifies, CBP starts Settler which will be whipped next turn. Catapult (No "x" in "Nixon") finishes in Isengard, heads west, start Skirmisher. Switch Root Canal to Theatre, Lighthouse will be whipped in 2 turns when it grows to size 4. Lieutenant Barclay moves SW of CBP. I was planning on finishing the road there but didn't realize it won't work until next turn. Deer camp is finished at Esper. Settler finishes in Wolf 359, heads towards Zendikar site, where I'm planning to found a city and probably gift to shadyforce. I move a Skirmisher on top of it so maybe Imhotep won't notice it in his territory. Samwise puts 1t cottage NW of CBP. TAD didn't give me the money I asked for, I request it from Imhotep this time. Whip mace in Strong Badia for 2 pop. Broker is 8 turns from Paper.

I should mention that the city I founded last turn (Naya) is on the western tip of my landmass, on a site that has corn, marble, and crabs, across from Elkad's capital. I've currently got 2 skirmishers, an Axe, and a spear for defense there. It's kind of isolated so it might be a bit vulnerable.

Here's an email I sent to the threesome in response to discussion about whether we should try to ally with Elkad and maybe break from the NUTA:

Quote:Elkad mentioned that we should use civstats for diplomacy with him, did you send him a message through that or via email?

I'd like peace/trade with Elkad too, but I don't think we should break from the NUTA or announce the threesome. Also, I'll have Engineering on turn 122 if I get funded with 200g, turn 123 if not. TAD apparently turned down my request last turn so this turn I requested it from Imhotep.

Krill is a long term threat but I think right now we are in a good position to take Regoarrarr down a notch.

I will be founding a city between Imhotep and shady's land on turn 122. I think it would be best for me to gift this city to shady, since the city is far away from my capital and will be expensive for me, and since shady has fewer cities since he's been dealing with military. Shady, assuming you want the city, would it be best for me to gift it immediately or wait 5 turns for it to pop it's border so I can chop out a cheap granary? I think the growth curve will probably be better if I just gift it to you immediately, but let me know. Also, we should probably think of a reason I'm giving you the city (ie something you are notionally giving me in return) so it doesn't look like we're so closely allied.

Broker is now researching Paper, and it says he'll have it in 8 turns.

Daniel
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Two turns of updates:

T120/125: M_h kodii gift city of squeeze and worker for quick granary. Forest chop finished with that worker into granary. Imhotep gave me the money I asked him for, so Engineering is due in 2 turns. Sullla is size 9 and would grow this turn, switch to worker (will be done in 3t) to let whip unhappiness expire before growing again. Mace (O, stone, be not so) finishes in Albuquerque. Elkad has founded Sicca on Leptis's ruins, with 2 Numidian Cavalry on defense. I've got 2 Elephants near Albuquerque, so I start a Galley. If I whip it next turn I'll be able to attack on turn 123. I move 2 of my Triremes 2SE of Leptis to hopefully hide my galley. Mace (O Geronimo, no minor ego) finishes in Strong Badia, heads north towards Wolf 359. Start another mace. Settler continues through Imhotep's territory toward Zendikar site, covered by Archer. Barclay finishes road SW of CBP, CBP triple-whips settler. Not a banana (Skirmisher) abandons city defense in CBP to head towards new site (Oh Deer). Chopin puts 1t into road 1SW of Wolf 359, next turn he will move onto the forest 2E of Bant to chop.

T121/150: Gift Squeeze back to m_h/Kodii. Popped a Copper in Sullla, Elkad finished Statue of Zeus. Settler finished in CBP, heads towards Oh Deer! site, continue work on Missionary. Start camp on fur at Esper. Settler moves to Zendikar site, it looks like Imhotep has a Settler 1 turn behind. Current time is 6:56 pm PST, 12:14 left on game clock. Missionary spreads Confucianism in Bant. Chopin moves 2E of Bant to chop theater to claim clams tile currently under Shadyforce's culture. Double-whip Lighthouse in Root Canal, overflow will go into Theater. Longbow has shown up on defense in Sicca. Still, double-whip Galley in Albuquerque, and emphasize hammers so a second one can be finished the next turn. Whip weariness will expire next turn in Sullla, so switch back to War Elephant to let it grow.
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T122/175 AD: Found Zendikar (Long pause may have meant I got lucky in being able to do so before Imhotep). Gold goes from -9/turn to -17/turn, so I offer the city to shadyforce. Engineering finished, offer to kodii, shady, Imhotep, Yaz (who took over for Krill/Memphus), and Munroe (who is taking over for ruff/TAD). Start compass research. Skirmisher (O Geronimo, no minor ego) finishes in Isengard, heads towards CBP, start maceman to be whipped next turn. Sullla grows to happy cap (for now), hire a 2nd scientist. Galley finished in Albuquerque, start another. Farm finished at Naya, growth in 4t. Barb warrior spotted near Naya, axe goes to handle it. Lighthouse finished in Root Canal.

T123/200 AD: Yaz sends me 133g to help with research. Increase research to 100% to get Compass in 2 turns. Albuquerque finishes 2nd galley, starts mace. Kill Barb Warrior near Naya with Axe (Won't lovers revolt now?). Double-whip Lighthouse at Esper, set overflow to go into Library. Elephant ("Naomi," I moan) finishes in Sullla and heads towards Albuquerque, continue work on Worker. Load two elephants, a catapult, and a mace onto galleys at Albuquerque. The galleys will move onto the staging tile this turn (I am going to try to wait until after Elkad has moved so he won't notice), and then next turn will be unloaded onto the forest 1N of Sicca. Current Sicca defense is two longbows, although there were two Numidian Cavalry there recently. Whip Mace in Isengard. Samwise starts road on hill 1S2E of CBP. This will let me send reinforcements to m_h faster, who is worried about getting attacked by Broker. Afterwards Samwise will be going south to create a camp on the deer for the city of Oh Deer which will be founded next turn. Moved two galleys 1NW of Albuquerque at 7:17 am PST 10/31/09, 8:05 left on game clock. Elkad has a Trireme and a Galley 3W4S of Albuquerque. Theatre finished in Root Canal, start Confucian Monastery to try to fight culture from shadyforce's capital.
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T124/225 AD: Lighthouse finishes in Esper, start Library. Forest grows by CBP. Finish chop outside Bant with Chopin, use it to build a theatre which will help claim the clams currently in shady's capital's culture. Overflow should finish Granary next turn. Mace (A Toyota's a Toyota) finishes in Isengard, heads towards Kodii's territory, start a Skirmisher. Found city of Oh Deer!, start Theatre because Cream of Tartar's culture now covers the Deer. Casper starts road on horse pasture south of Root Canal. The Cheat starts forest chop 1S of Naya. Worker (Strong Sad) finishes in Sulla, moves 2N1E to build a mine. Sullla starts Skirmisher. Wolf 359 has finished Barracks, start Courthouse. I wait for Elkad to move before I move my galleys and unload them north of Sicca. He moves 2 workers onto that tile, so I am able to capture them (11/1/09, 7:23 AM PST, 5:55 left on game clock).

T125/250 AD: Finish Compass. UTA has Optics and Elkad has a Caravel headed my way. Strong Sad starts mine. Switch to Lighthouse in Wolf 359 to Whip Courthouse on t128. Start a cottage by Wolf 359. Barclay finishes Mine at Strong Badia. Skirmisher (A dog, a panic in a pagoda) finishes in Isengard, heads towards Bant, start another Skirmisher. Bant finished a chopped Theatre (and grew to size 2), hire an artist to get clams under control. Camp finished on Furs at Esper, happiness cap has risen by one. Request 200 gold from Munro to fund Optics (due in 4t at 100%, will need 200 more gold later). Send Compass around to everyone in the NUTA. Load stolen workers onto Galley and retreat towards Albuquerque (8:02 am PST 11/2/09). Load Elephant and Skirmisher onto Galley to have the option of reinforcing Sicca stack.

I was planning on attacking Sicca on turn 126. There were two longbowmen on defense, and I had two 5XP Elephants, one 3XP Mace, and one 3XP Catapult on the tile north of the city. I also had an Elephant and a Skirmisher in a Galley ready to attack amphibiously. There were two City Garrison I Longbows on defense. With a couple hours left on turn 125, I started to run combat sims. To my surprise, in 19 out of 20 tests I was able to raze the city without the help of the units in the Galley. So before the turn ended, I proceeded to attack with those units. Unfortunately I wasn't so lucky with the real attack, and one longbow was left.

When the turn ticked over to turn 126, I logged in immediately and razed the city with the Elephant from the galley. This was legal as I had moved the Elephant onto the galley over 9 hours earlier. However Elkad raised complaints of a double-move. In the end he pointed out that he had posted when he first took over for ZPV that he thought we had an agreement to let him move first each turn. Since I hadn't contradicted him back then, I agreed to a reload of the turn. On the reload he was able to reinforce the city so I wasn't able to raze it. After this we have been playing with a turn order where he goes first each turn.
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Here's the turnlog for the next 10 turns, culminating in me wiping out Elkad's naval forces.

T126/275: After the reload Elkad reinforced Sicca so I can't take it. He dropped two Numidian Cavalry SW of Albuquerque, and I killed one of them with the elephant that was in the boat. He has a caravel so I retreat my boats into the Albuquerque. Whip Granary in Naya. Skirmisher (Oh no! Don Ho!) finished in Sullla, heads west, Sullla starts Horse Archer. Granary finished in Bant, start Lighthouse.
T127/300: Free spread of Confucianism to Oh Deer! Granary finished in Naya, start Theatre and finish chop 1S of Naya. Confucian Monastery finished in Root Canal, start Harbor.
T128/325 - Skirmisher (Nurse, I spy gypsies - run!) finished in Isengard, head towards Sullla, start Trireme, which will switch to a Caravel when Optics finishes next turn. Mace (Senile felines) finished in Strong Badia, heads towards Sullla, start Trireme. Theatre finished in Naya, start Library. Workers stolen from Elkad are working on roads to the area east of Naya. Triple-whip Courthouse in Wolf 359. Switch Root Canal to Trireme, the plan is to whip the Harbor on turn 131. Fire scientists in Sullla to grow next turn, and I'll start a Settler.
T129/350 - Courthouse finished in Wolf 359, overflow goes into Lighthouse. HA finished in Sullla, start Settler and re-hire scientists. Missionary finished in CBP, start Settler. Mace finished in Albuquerque, start Caravel. Optics finished. Triremes in queues didn't switch to Caravels unfortunately, I do it manually. Start Guilds research.
T130/375 - Theatre finished in Oh Deer!, start Granary, hire Artist. Lighthouse finished in Wolf 359, start Harbor. Triple-whip Settler in CBP. Double-whip Caravel in Albuquerque.
T131/400 - Caravel finished in Albuquerque, start another. Upgrade 3 Triremes in Albuquerque to Caravels. Switch research to Gunpowder. Settler finished in CBP, heads towards city site south of Strong Badia. Skirmisher is on its way for defense there, a barb archer is in the area and will probably attack it this turn, bringing it to 10 XP. CBP starts theatre. Double-whip Caravel in Root Canal. Double-whip Caravel in Strong Badia.
T132/425 - Caravel finished in Root Canal, resume Harbor. Harbor finished in Wolf 359, start Library. Caravel finished in Strong Badia, start Mace. Library finished in Esper, start Harbor. Elkad runs his 2 Caravels and 2 Triremes back to Sicca, perhaps to upgrade the Triremes, although I would think he would have done it this turn. He has a Galley off by itself which I destroy. Barb Archer moved onto new city site, I'm not willing to attack it at 68% odds. Hopefully it will move away or attack. Switch to Catapult in Isengard to double-whip next turn.
T133/450 - Caravel finished in Albuquerque, start Catapult. Settler finished in Sullla, start University. Harbor finished in Root Canal, start University. Switch Esper to Theatre (Harbor will be whipped in 2 turns). Skirmisher south of Strong Badia defended against barb Archer, is now at 10 XP. Double-whip catapult in Isengard.
T134/475 - Catapult finished in Isengard, continue Caravel. Found city of Zendikar 4S of Strong Badia, start Granary. Switch Naya to Lighthouse to whip in 2 turns. Elkad has 1 Caravel by itself, I attack it and take it without a loss. This however means I don't have cover for my Galleys to steal the worker that is 1N of Sicca.
T135/500 - Caravel finished in Isengard, start Harbor. Bant finally takes over the clams tile it was fighting for with shady's capital, workboat used, artist fired. Bant also takes the Corn from Root Canal now in order to grow more quickly to double-whip a lighthouse. Double-whip Harbor in Esper, Theatre will finish next turn. Barb archer headed towards Esper, I moved the Skirmisher to defend against it but misclicked and attacked, losing the Skirmisher!
T136/520 - Harbor finished in Esper, work continues on Theatre. Mace finished in Strong Badia, start Skirmisher. Library finished in Wolf 359, start University. Double-whip Lighthouse in Naya. Elkad has a stack of 2 Caravels and 2 Triremes vs my stack of 5 Caravels and 2 Galleys. Two of my Caravels are Combat 1, one of these is at 2.7/3 health. One of his Triremes is Combat 1. I attack with an unpromoted Caravel and lose, but take the defender to 0.2/3. Same thing next time except defender is at 0.7/3. Attack with third unpromoted Caravel, destroy Trireme, now at 1.5/3 health. Attack with C1 Caravel, destroy Trireme, now at 0.1/3 health. Attack with Wounded C1 Caravel, destroy wounded Caravel. Attack with Galley and destroy last Trireme. So overall I lost 2 Caravels, he lost 2 Caravels and 2 Triremes. 1N of Sicca he has an explorer and a Worker, I opt not to do an amphibious attack on the Explorer, I only have around 80% odds and he may have units hiding in the fog that would kill my landing force next turn.
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T137/540 - Lighthouse finished in Naya, Marble Quarry also finished, start Work Boat. Theatre finished in Esper, start Galley. Harbor finished in Isengard, start Mace. Albuquerque finishes Catapult, starts Mace. Found city of Jund, spread confucianism, start Granary. Trade connection to Naya is finally finished (Barb city of Phoenician was blocking coastal trade). Two Caravels head back to Albuquerque to heal, damaged one upgrades to Combat II, 2.8/3 health, moves with a fresh Caravel and the two Galleys 2S of Sicca. Next turn I'll probably move onto Sicca's fishing boats, and if Elkad doesn't move his Worker, probably steal it.
T138/560 - Elkad starts a Golden Age. Galleys move onto Sicca's clams, units unload, capturing worker. Finish chop/mine near CBP, put chopped hammers into University. Quadruple-whip University at Wolf 359.
T139/580 - Strong Badia finishes Skirmisher, starts Galley. Wolf 359 finishes University, starts Catapult. Switch CBP to Settler to whip next turn. Elkad attacked my stack of units (1 Ele, 1 Mace, 2 Skirmishers) with a night, and my elephant defeated it without a scratch. Whip Lighthouse in Bant.
T140/600 - Imhotep loses a city to regoarrarr. Galley finished in Esper, start University. Lighthouse finished in Bant, start Library. Granary finished in Oh Deer!, start Library. Caravel rounds cape of Naya and discovers that Elkad's capital is guarded by 2 Longbowmen, and Utica is guarded by 1 Warrior. Switch Strong Badia to Mace to whip next turn. Whip Settler in CBP.
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Regoarrarr had been talking diplomacy with shadyforce and me, trying to work out a new alliance. I'm pretty sure he was trying to do the same thing with Krill/Yaz/Exploit (all the same civ, just a succession of players).

At this point Regoarrarr had wiped out Imhotep's stack and taken one of his cities. With Imhotep's failure (plus the fact that Imhotep would often miss playing a turn), the Threesome of Shadyforce, Kodii, and I warmed up to the idea of breaking with the NUTA and allying with regoarrarr. Eventually we agreed to ally with him and Sunrise.

We wanted a 6th person in our alliance, but there was some discussion of who it should be. I now think Broker would have been the best choice, but at the time I argued that we should think about including Munro, since he had a border with me and a large border with Kodii that Kodii would have to defend against. However it turned out that Munro really had no army- mostly just Warriors guarding his cities. So the better plan was to ally with Broker and then just attack Munro and take his territory.

Unfortunately, Broker didn't agree to join the alliance. I chatted with him today and he said that he probably would have if he had been asked ahead of time, but was uncomfortable with the after-the-fact invite. I think regoarrarr was also trying to hide the new alliance from Yaz/Exploit as long as possible, but I'm sure my disagreement about whether to include Broker didn't help things there.
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T141/620 - CBP finishes whipped Settler, overflow goes into University. Sullla finishes University, starts Settler (which will go to Island SW of Naya). Switch Albuquerque to Library (and production to less than 30 hammers) to whip next turn. Pillage fishing boats by Sicca. New Settler from CBP heads towards Leave it to Beaver site. Double-whip Mace in Strong Badia. Triple-whip University in Root Canal. Oh Deer! deer tile is 34% my culture.
T142/640 - Mace finished in Strong Badia, switch to Confucian Missionary. Work boat finished in Naya, continue on Library. Double-whip Library in Albuquerque. University finished in Root Canal, start Barracks. Catapult finished in Wolf 359, start Longbowman. Finish forest chop in Jund for Granary. Finish road on Marble, switch Isengard to Heroic Epic.
T143/660 - Theatre finished in CBP, work continues on University. Library finished in Albuquerque, start Galley. Granary finished in Jund, start Harbor.
T144/680 - Printing press completed. Shady captures Sicca. Galley finished in Albuquerque, continue Mace. Confucian Missionary finished in Strong Badia, continue Galley. Barracks finished in Root Canal, start Mace.
T145/700 - Elkad switches to Nationhood/Slavery/Theocracy, drafts Carthage and Utica. Settler finished in Sullla, start War Elephant. Settler heads towards Naya where Galley will take it to island SW of Naya. Naya finishes Library, starts Galley. Zendikar finishes Granary, starts Harbor. Albuquerque finishes Mace, starts University. Found city of LeaveItToBeaver, start Granary. Spread Confucianism in Esper. Three galleys are filled with 2 catapults, 3 Macemen, and a War elephant and could drop these troops off 1NE of Carthage next turn.
T146/720 - Set research to Steel. Double-whip galley in Naya.
T147/740 - Elephant finished in Sullla, start Knight. Finish Galley in Naya, start Barracks. Finish Galley in Strong Badia, start Stable. Finish Longbow in Wolf 359, start Stable. Adjust production in CBP to make sure University will be able to be triple-whipped on t150. Switch Zendikar to Theatre (getting ready for Globe Theatre in Naya). Whip University in Esper for 5 (!) population.
T148/760 - Heroic Epic finished in Isengard, start Stable. University finished in Esper, start Work Boat for LeaveItToBeaver. Switch to Theatre in Wolf 359.
T149/780 - Munro declared war on Kodii and captured one of his cities! Work boat finished in Esper, start Confucian Missionary. Found city of Timbuktu on island SW of Naya, steal clams from Naya, start Granary. Switch Naya to Trebuchet (which will upgrade to Cannon). Move fleet of 3 Galleys 1S of Carthage. Also load 1 Mace and 1 Horse Archer onto Galley and approach from south. Next turn I will probably unload all the units onto the Hill 1S of Utica. Double-whip Stable in Isengard. Switch Strong Badia to Trebuchet. Switch Sullla to Trebuchet. Double-whip Library in Bant. Set Oh Deer! and Zendikar to build research to keep ETA of Steel at t155. Declare war on Munro, and move a few maces into his land.
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