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Poll: When will I attack Oxy?
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Chariots vs. Phalanxes
0%
0 0%
HAs vs. Spears
0%
0 0%
Swords vs. Archers
25.00%
3 25.00%
Knigs vs. Pikes
0%
0 0%
Rifles vs. Infantry
0%
0 0%
Snakes vs. Planes
75.00%
9 75.00%
Total 12 vote(s) 100%
* You voted for this item. [Show Results]

 
[SPOILERS] Blut und Eisen: Deutsche Einigungskriege

What's cooking? Did you remove that city?
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Not yet. If Furungy would stop his war/peace nonsense and keep TBS engaged on the other side of his borders that would keep the cost down. The main problem is Oxy. I think he's worried about my power or is planning something himself since he is keeping his power close to even with mine. He has a number of my units tied up while he's improving a border tile, we have stacks starting at each other along our northern border for now. But anyway the TBS city isn't a threat for now, not until it's big enough to produce galleys. Admittedly that won't be long from now but I'm hoping to not have to burn 200 hammers to do the job right now.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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(July 27th, 2014, 23:46)NobleHelium Wrote: What's cooking? Did you remove that city?

TitForTat.jpg




Finally got back to this one. In this case, basically: TBS, thou shalt not have a port in the midst of my core.

[Image: emot-kraken.gif]I've been on a few naval adventures lately. Within the last seven turns I've razed a city from each of Wetbandit (T111), Qgqqqqq (T116), and TBS (T117). No time for a proper empire report now, hopefully I'll do one soon. But here's the testing and battle summary for this turn:

Attack 1: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 1.3)
C1/Shock HA vs. Dog: 36% (lose, injure dog to 3.2)
C1 HA vs Dog (3.2): 53% (win)
C2 Chariot vs Archer (1.3): 85.2% (win, raze city)

Attack 2: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (WIN)
C1/Shock Chariot vs Dog: 88.8% (win, raze city)
2 HAs not needed

Attack 3: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (FLAWLESS WIN, wtf, how about not wasting this in the sim??)
C1/Shock Chariot vs Dog: 88.8% (win, raze city)
2 HAs not needed

Attack 4: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 0.7)
C1/Shock Chariot vs Dog: 88.8% (win)
HA vs. archer (0.7): 99.9% (win, raze city)

Attack 5: FAILURE
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 1.9 - only 2 hits)
C1/Shock HA vs. Dog: 36% (lose, injure Dog to 1.0)
C1 HA vs. Archer (1.9): 86.7% (LOSE, injure archer to 0.7 - only 2 hits)
C2 Chariot vs. Archer (0.7): 99% (win, but city holds with Dog 1.0, will be reinforced next turn.)

Attack 6: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 1.3)
C1/Shock HA vs. Dog: 36% (WIN)
C1 HA vs Archer (1.3): 97.8% (win, raze city)

Attack 7: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (WIN)
C1/Shock Chariot vs Dog: 88.8% (win, raze city)
2 HAs not needed

Attack 8: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (WIN)
C1/Shock Chariot vs Dog: 88.8% (win, raze city)
2 HAs not needed

Attack 9: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (WIN) -- Um...I really hope this holds in the real game. This isn't great for actual testing.
C1/Shock Chariot vs Dog: 88.8% (win, raze city)
2 HAs not needed

Attack 10: FAILURE
C2 HA vs. CG1 Archer: 31.9% (LOSE - ZERO HITS) -- This would be abort in the live game. Let's see what happens.
C2 HA vs. CG1 Archer: 31.9% (LOSE - ZERO HITS) -- lol Who says the RNG isn't streaky? Press on, it's a failure!
C1 HA vs. Invincible Archer: 27% (lose, injure archer to 1.4)
C2 chariot vs. Archer (1.4): 82.9% (win, city holds with a full health Dog)

Looks like an 80% success rate, although several of those are with quite dubious luck on the first attacker. Ordering five

more rounds of testing.

Attack 11: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 0.7)
C1/Shock Chariot vs. Dog: 88.8% (win)
HA vs. Archer (0.7): 99.9% (win, raze city)
1 HA not needed

Attack 12: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 0.2)
C1/Shock Chariot vs. Dog: 88.8% (win)
HA vs. Archer (0.2): 99.9% (win, raze city)
1 HA not needed

Attack 13: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 0.2)
C1/Shock Chariot vs. Dog: 88.8% (win)
HA vs. Archer (0.2): 99.9% (win, raze city)
1 HA not needed

Attack 14: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 0.7)
C1/Shock Chariot vs. Dog: 88.8% (win)
HA vs. Archer (0.7): 99.9% (win, raze city)
1 HA not needed

Attack 15: SUCCESS
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 1.9)
C1/Shock HA vs. Dog: 36% (lose, injure dog to 1.0)
C1 HA vs. Archer (1.9): 86.7% (flawless win)
Chariot vs. Dog (1.0): 99.9% (win, raze city)

Fifteen attempts, two failures. What happened in the two failures? In the first failure I only got two hits against the archer (31.9% win odds), followed up by only two hits on the dog (86.7% win odds). That's a bad pair of rolls. Someone with the advanced odds calculator can probably better explain it but it seems unlikely to get two really bad outcomes like that, although it's obviously possible. The other failure was one that wouldn't happen in the real game anyway. The opening TWO HAs failed to scratch the archer. In the live game I would have called off the attack at the first no hit attack. I don't know what the odds of getting zero hits on a 31.9% odds attack are, but it can't be good. Let's go for it!

Quote:THE BATTLE OF SILVERHEAD
C2 HA vs. CG1 Archer: 31.9% (lose, injure archer to 1.9)
C1/Shock HA vs. Dog: 36% (FLAWLESS WIN!!!!! [Image: emot-jiggled.gif] )
C1 HA vs. Archer (1.9): 86.7% (win, capture city -- no infrastructure, doesn't matter RAZE IT) 53 gold smile Deleted the HA, it was 5/4 XP frown

In general, my foreign policy is essentially me not making friends and punching kids on the playground. In my defense, the Q and Wetbandit cities were kids who wanted to be punched (defended by one unit each). I'd say that's good enough reason to attack, right? Although, by the same token....Oxy/Baii STILL have a single archer guarding the now size 11 city of Chang. I have a road on the diagonal. I could have killed that city any time in the last 20 turns and have so far restrained the urge, mostly because their power is like mine, either #1, #2, or #3 on any given turn from what I can tell. Now they have three unguarded workers on the border. All I'd need is a woody II unit to take them. Why do they tempt me thus? shakehead

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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If you're browsing on a cell phone I hope it doesn't suck. If it does, you probably have a few seconds to hit the back button before your browser crashes. It's time to dump some photos, yo. The T120 report has all the empire information. T121 is all the city screens. It isn't perfect since they aren't from the same turn, but considering what else is in this thread...this passes for comprehensive.

T120

So where to even start, when the last real report was two months ago? Broad strokes first, I suppose. I'm Kublai Khan of the German empire. This is our current shape (shot from T119):




Thirteen cities, which isn't terrible, but it isn't keeping up with anyone who is a contender to win the game. The problem is that I'm out of land and that will take quite a while to rectify. Of course, by the time I've cleared out some Lebensraum, so will have the people ahead of me, and I'll still be behind. But no matter, the only goals that I can set are the ones that see me grow stronger, so those are the plans I'm making. In a game this large it doesn't make sense to worry about what other people are doing out in the fog, because I'm not winning anyway. Just play! lol

So anyway, I don't have a lot of land, but what I do have is of high quality and fairly well developed. I'm necessarily cottage heavy, as I don't have Metal Casting or Code of Laws yet to power workshops. I'm probably one of the more efficient empires on the map (there's a pun about Germany there somewhere), given that despite my smaller size I have a relatively higher economic output than many of the other players. To wit, F9:




This kind of sums up the position nicely. Ignoring the GNP value that's artificially low (I've been running 0% research for something like the last dozen turns) and the land total that obviously won't cut it long term, I'm a top ten civilization in terms of what can be measured by the demographics screen. When I'm running breakeven science I think it's somewhere between 7th and 9th, and when I was applying my gold to science research my score basically reflected about that kind of standing in the game. I'm approximately in the lower third of the top ten in PB18. That isn't winning territory, but it also isn't an embarrassing result, and honestly probably better than most people would have predicted for me if anyone wanted to predict anything in a game like this. Of course, it isn't over yet, and with the neighbors (and neighborhood) Germany exists in, nothing is guaranteed in the long term. I could be doing fine and then end up double teamed in a matter of turns, though it doesn't seem to be going that direction for now. But more on foreign relations later. They're dicey...I've made a meal of diplomacy in this game. crazyeye

Regarding the map and demographics, basically we have established that I'm out of land, I'm probably taller than the average (given my high output despite my small size), and that I'm not in the contender pool to win this game, if it somehow limps along to a state where concession or victory is possible. So where does that leave me? Basically, I'm playing for fun, and to make profit for greatness of Germany! That means I have to get bigger, so someone is going to have to die. I don't particularly care who dies at this point, just so long as it isn't me. And if I can consume a victim I'd prefer to do it as cheaply as possible. We all know what that means. It's going to be time to put boats in the water and send forth knights before too long. My land neighbors seem to be a bit strong to challenge by land, so going status quo with them and hoping to make gains against weaker neighbors over the ditches sounds like a more enticing proposal. That's the guiding framework for my future plans. It's all subject to change if someone throws down a gauntlet on me, but I'm not really expecting that right now. I'm reprising my role from PB8 and elsewhere, the porcupine who isn't worth the trouble:




But...that graph! Yeah, Krill/Novice have had an interesting spike lately. They finished a stables quest and got some free HAs in the bargain. Or, paid for the HAs and got the stables for 10 hammer each, however you want to look at it. It's a nice deal for a player (Krill) who loves him some mounted units, and that's going to be nasty business for someone eventually. I don't know who all Krill neighbors but I have a feeling that Plako is nervous about it, as his power is building now. And it sounds strange but I'm OK with Plako for now. We've had a live and let live thing going since the start of the game and him being strong is a bulwark against Krill/Novice who aren't all that far away. Like I said before, this is a brutal neighborhood. The power on the graph is some of the highest on the whole map. I've been near the top for a long time, but I've never felt safe against my neighbors. I have a higher than normal paranoia level, but still, this isn't the kind of place where you live out a long and healthy life. It's the kind of place where you wake up in the middle of the night to find someone really is trying to kill you. I'm a repeat offender, though, so let me not cast the first stone.

About that. My foreign policy has been...rather dodgy. Let's take a look at what we know about global contacts.




Again, this is a few turns old now so there have been changes. The most significant change is that Furungy and TBS are at war again. This time, though, there is some definite combat happening as TBS took a city from Furungy. Furungy, then, has recently lost cities to two of his neighbors, TBS and Dazed, and is looking like he's not going to make it to the end of this game. TBS has also sparred with Jojo a bit, but I haven't really seen evidence of anything too serious between them, and indeed things seem to be cozy enough between them right now to allow this:




That's a lot of unguarded workers and some trust. I've left a worker or two unguarded on my borders with either of Plako or Oxy at times, but always with obvious force visible along the border as a clear deterrent. I expect TBS has units defending the hidden city in the area so these aren't really unguarded, but it still conveys trust. Diplomacy isn't dead in an AI diplo game by a long shot. I've done my own silent diplomacy with Oxy, as visible in this screenshot. I hope he's been paying attention and realizes it:




The size 11 city of Chang is hilariously poorly defended. It has had a single archer garrison since he settled it 40+ turns ago. In an obvious double-standard application of my foreign policy I have not killed that city, even though it would only cost me two horse archers to do it. Why? I don't need a land war with Oxy right now. He's mentally checked out of this game (playing super fast turns...when he plays them) and is building non-stop military, kind of like he did in PB11. That isn't worth fighting. So, on that border it's live and let live, just like on the western border with Plako. There's better harvesting to be had in other fields. Back to the double-standard, I've made a few enemies lately with quick attacks and razes of improperly defended cities from Wetbandit and Qgqqqqq (as referenced earlier in this thread):

Land grab for dyes at Wetbandit's expense Wrote:



versus Q for cash and fish Wrote:





Attacking Wetbandit made sense as I secured a good city spot for the cost of one axe (and another angry neighbor). Attacking Q made less sense as I only got to use the fish for a few turns before he resettled and popped borders again in the new city (he's CRE, too, just like Plako and Oxy). And I'm sure if I gave either of them an opening they'd try to return the favor, but oh well. The lesson is if you're not going to properly defend your coastal cities you should expect someone to try killing them. This kind of thinking will probably blow up in my face eventually, but in the meantime guard your house, neighbors. This is a thug neighborhood.

How about some more maps?

Regional Maps Wrote:





It's probably time to talk about the direction I want to take Germany here. Circling back to the top, it's all about land and how I don't have enough, so someone needs to die. Here's the tech situation:




I have a gigantic hole down the monk path, and only have the techs visible on this screen, nothing beyond Calendar/Construction/Currency. But I'm sitting on a mountain of gold and have a Great Scientist spawning any time now. He'll go for an academy, I'll turn on research, and make up some of the tech deficit. But what's the target? People are swapping into bureaucracy all over the place. Just look at the top five cities, to be on that list anymore you basically have to have bureaucracy.



Oxy and TBS are both using it. Well, I'm not going that route. It isn't that I hate having a good economy or that I don't have a good capital, but I need land more than anything else. So the target is Feudalism and vassalage. I'm spending enough cash on units that it isn't that terrible of an economic hit to not use bureaucracy myself, but the academy obviously loses some of its benefit with that choice. But I'm CHA, knights are the time to go killing people, and 3 promotions knights are better to have than to not have, so there you go. Vassalage + theocracy gets me 9XP on any mounted unit produced in a city with stables + barracks, which is easy peasy.

Oh wait what's that? Theocracy requires religion? Oh....banghead Yeah, I've had open borders with basically everyone other than Plako or Oxy for a long time and have not got a single religious spread, ever. That's kind of galling, but whatever. It'll happen at some point. Or I can conquer a city with a religion (and not raze it next time). Or something. I'll figure something out, but I'll be able to get 9XP units and whip together a sizable strike force. I'll just have to figure out which neighbor makes the most sense to try to absorb. Since all the other choices are abhorrent I'm sure that means it'll be round two against either Wetbandit or Qgqqqqq. It'll be determined by circumstances at the time of the attack. If either of them are in a real war with someone else at the time that would make an easy decision (dogpile in!). TBD.

Demos and Graphs!


























If anyone has specific questions about the graphs fire away, there's a lot of stories tied up in that information even as limited as it is. The reason I don't have more visibility on other players charts is because I've kept an eye on Oxy's research. He's headed toward Machinery now, so I'll be seeing maces before too long. What's the counter? Lots of catapults, and knights. So....hopefully there won't be any trouble there, I don't expect it. But I'll be ready in case he loses his mind. hammer

More information? OKAY. I'm trying to finish a few more libraries before I run 100% research for a dozen turns. May as well get all I can out of my delayed research. The markets are annoyingly expensive, but necessary where I'm building them. Moai city (Meeresfruchte) wants one because it's a good commerce city, plus it has too much food and needs the happiness. Similarly, the crab city (Krabbeweizen) is my specialist city producing the Scientist now. It also has a high food cap so it needs the market to run specialists. It can support two Scientists and two Merchants, so that seems a good place to generate great people. Schweinberg is the capital so obviously it's my best commerce city (even without bureaucracy). I'll have my first town in a few turns with more to follow soon after. That requires modifier buildings, plus I need the +3 happiness I'll get from the market anyway. I shouldn't need too many more archers after these finish, it'll be time for usable military units after those. Mostly cats and HAs until more advanced tech comes in, along with galleys in coastal cities. Have to prepare for the Viking economy after all.




Did I mention that vassalage isn't all that bad for me? lol Sitting Bull AI on display right here, people. Building wealth is for people who think they can win, and for people less paranoid than me. WE REQUIRE MORE VESPENE GAS MINERALS UNITS!




Yeah, vassalage will save some cash. Besides, with my tech path Civil Service will have to wait a while anyway.




Just to show...I really don't know how this is possible 120 turns into the game, but OK. We're an empire of atheists or agnostics, apparently.




For a snapshot of people who are in the contender pool, have a look at your category leaders for population and land, Dtay and Krill/Novice. Congrats, men. Your empires matter! Ruff's culture is courtesy of Stonehenge and doesn't really matter a lot to me.



And just because this is always fun:




Apologies for the sign vomit, that's how I play. I've been exploring westward with my woody II scout, looks like he has about reached the end of the line over there in the Dazed/Myki area. Maybe if I walk him home Furungy will still be alive? lol If not, he'll have to hide out for approximately forever until I send a boat that way. But that's kind of hard without opening borders with plako, so whatever. Keep exploring!

And more of the same, plus event log (and some stars):




This is a big, big map. crazyeye

T121 - This is where the city screens get dumped. How's that crappy cell phone holding out? WHAT, it rebooted? [Image: emot-crossarms.gif]

The capital, Schweinberg (Pig Mountain):



Yes, it's light on infrastructure for this stage of the game, mostly the market and OMG why isn't there a lighthouse?! Easy, easy, the lighthouse hasn't been a priority build because this city only recently began growing again and the clams were being used in Krabbeweizen, which does have a lighthouse. The market will make good use of the growing cottages here over time and the happiness is absolutely required.

Pfennigspeck (Penny Bacon):



Copper city, aka, the hammer city that builds everything this empire needs. Infrastructure is terrible here, too, but the barracks and stable have been steady producer of mounted units for a long time. I've unfortunately had to delete some of the most successful of the units produced here, but all in good causes (ask Q, Wetbandit, and TBS). I know the new cottages suck here but I can't chain irrigate or build workshops yet, so there it is. The second pig gets shared with two other cities, which is why this city isn't growing right now.

Zuckermais (Sugar Corn):



Well, this city has fallen on hard times lately, with both of its namesake resources being stolen away by a brand new city. There's lean times in store for Zuckermais but once the new city to the east gets up and going things will at least level off here, before resuming growth onto nice green tiles. By that time they should be workshops, hopefully. This is going to be a decent hybrid city. Right now it's incubating capital cottages but it will keep a few of its own over time. Getting back its food sources and adding workshops, this city will produce a lot of units eventually.

Meeresfrüchte (Seafood):



This city nicely holds down my northwestern border with Plako. The Moai build wasn't too expensive, as I built it with stone (thanks Krill/Novice! That was ten turns of good use), a forest chop, and a few overflow whips. The market is to facilitate upward growth. I expect that in the future this city will build a lot of units, both army and navy. I have to maintain naval control of this northern coast or my core would be painfully exposed. Can't be having that. nono

Stoßzahn-Stadt (Tusk City):



This is another solid hybrid city. I can give it a solid food surplus for unit whipping/regrowth, there's a number of good cottages for commerce, and it's an excellent production city when it isn't sharing out tiles with its neighbor to the west. This was the site of an early game incident with Oxy that earned him least favored nation status. Details upthread, replete with bile and angst. For now the job is simple, to control first row tiles culture (not easy against CRE/Greece) and secure the region with non-stop military builds. Got it. No stable here so this city is a catapult pump.

Reis und Soße (Rice and Gravy):



This city has kind of got the shaft over time, building a lot of things needed for the empire and not much for itself. It's basically a hammer city with a few cottages thrown in, but it really only has one cottage of its own and even that can be given away now if I don't want to build more multiplier buildings here. This city will have an emphasis on building navy coming soon, because Oxy isn't allowed to control our shared ditch down here. The library is to help with culture in the area, even though the border is fairly distant for now.

Schaf Schlachten (Sheep Slaughter):



This city is undeniably the worst developed city in the empire, for its age and size. Workers managed to improve the food and mine some hills, and that's it. Other needs elsewhere always took precedence over this backwater. As a result, its unshared food supply and high production have led to cyclical unit whipping. That also reinforces the lack of worker attention -- why bother if it can just be whipped down profitably? No stables, so mostly catapults and navy from here. The library is to ease cultural pressure from Plako's city, which is both cheaper and has less negative consequences than simply removing Plako's city.

Krabbeweizen (Crab Wheat):



Hello National Epic city. I'd like to be able to build the NE here as soon as possible, but without marble that will take some time here, even when stealing hammer tiles from Stoßzahn-Stadt. When this city has the clams and wheat the food surplus is really ridiculous, which is all you want from a NE city. Market + courthouse + temple(s) = great person roulette, and hopefully some golden ages. To mitigate the probability of me having horrible RNG luck on great people spawns (see also: PB11), I'll have to select against any kind of specialist that gets generated the first time I save one for a GA, but that's the kind of boring detail that doesn't belong here. Anyway, this city is a lot safer since I burned TBS's city across the ditch, so I've moved the garrison elsewhere.

Minzeflussdorf (Mint River Village):



This internal city (note the lack of garrison, the only such city in the empire) was late into the game since it occupies territory that was obviously safe territory first ring to my capital. As a result, I was late hooking up early happy resources like its gold, and didn't get the economic benefit of working a great tile for a long, long time when other neighbors did (Oxy's gems, etc.). It doesn't look much like it now but this will be a good commerce city when all the tiles shake out. This city will get most of the river cottages as Copper city and Hammer city (west and east) give up the high commerce tiles to this city. I'll have a library and market here to make use of the commerce tiles. It won't grow too large, but it should be high enough to contribute solidly to the economy.

Seidenwolle (Silk Wool):



This is a late, late filler city. By the time I planted it the capital was already large enough to work many of its own cottages that this city should have incubated. By that point I still had to found this city because there was no other way to grab the sheep. It will be a good enough city in its own right, though. With the ability to share fish, clam, and cow it can grow very quickly, and that stored population can be converted into units as necessary, and probably will be done so repeatedly. The work boat will net the fish that I had previously netted. Once TBS's city of Silverhead took cultural control of that tile I pillaged it a while back, because dammit that's my ditch and those are my fish. So, back to mend the nets now. The library will be to force more culture over the ditch in case TBS comes back for more trouble later on, and because running science specialists in a crowded space isn't a terrible idea anyway.

Würzig-Wale (Spicy Whales):



On T120 when I took this picture Q's replacement city hadn't reclaimed the fish tile yet, but it has it now. So I'm down to the clams and whale, no fish. Maybe that will change again in the future. hammer It definitely will if he doesn't garrison the city properly. Anyway, this is a great city that's hampered by its lateness into the game (it was my most secure backfill area) and by another CRE neighbor siphoning off its best tile. Still, it provides two happy resources, which is great on its own. All the overflow pictured here isn't part of some grand plan, it's just how the worker micro lined up in the area. I had a few chops come in the same turn the library was due to be whipped, leading to a lot of overflow. It will get spent over the next few turns in a lighthouse and city walls. Don't worry, the walls aren't stupid, there's more units on the way here from around the empire. When Q can declare war on me at the end of our enforced peace he won't have an easy revenge strike waiting anywhere he can reach. This city will probably build a lot of navy going forward, once it grows onto its production tiles. Or by the whip. Or both.

Farbstoff-Stadt (Dye City):



This is the land I took from Wetbandit. Ignore the monument in the build queue. I played exhausted the turn I settled this city and ordered up a monument, apparently oblivious to the fact that I was CRE and he isn't. smoke I chopped in a granary, borrowed the rice from Rice and Gravy, and will whip in the walls immediately when I'm able to. I have six units securing the area, which is I think still more than Wetbandit has in the area, so I should be safe, but the idea is to discourage him even making an attempt to reclaim this city. I expect this city will receive nothing but workshops after I research Metal Casting, and will build units non-stop until the game ends. If Wetbandit finds that threatening, he'll probably have it about right. lol

Banane Kastell (Banana Castle):



The name of this city gives away its function. It's just a fortress city. On a hill, borrowing food from Zuckermais to grow, then will have its own food sources connected, and with all that food will whip in anything it needs before working all workshops all the time. This city will recieve granary, walls, barracks, castle, maybe stables, and that's it. I don't even care about the border that much. I expect I'll take back the full 9 square city radius eventually, but Oxy does have a huge head start in cultural investment on the tile SE of the city. If he wants to challenge me and build a road on that tile I'll surely declare war and pillage the road, but maybe he'll refrain, as that would obviously be provocative and unnecessary on his part. So yeah, the purpose here is to garrison a lot of units on a hill, behind walls/castle, and basically tell Oxy to keep his distance. [Image: emot-toughguy.gif]

That's it for the empire overview. Maybe that will make up some for the terrible reporting in this thread up to now. Basically, I'm cruising along for what looks like a top third finish in the game but with no chance at all to actually win the game. Winning my region is probably impossible, too, since I think Novice/Krill are in my region, and Plako is obviously here, too. For different reasons (land vs. GLH economy) I think they're both better positioned to succeed than I am, but then again, I think they border each other so that's a bit of a wet blanket for at least one of those two civs.

Speaking of trouble, on T122 or sometime recently, apparently Jojo attacked Oxy, taking a city. I could be wrong on the timing since I just got a scout to the area, but there's wounded units in the city. Maybe they'll waste resources fighting each other, I'm fine with my neighbors being weaker. lol




If anyone made it to the end of all this, thanks for reading.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Great update. Found this on my computer. Don't think I ever posted it, so here it is:

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lol Wow, looks like End of Days stuff. It would fit right in with things like locust swarms eating all the crops, people vanishing without a trace, or me winning a game of MP Civ. Those are signs of the Apocalypse!

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Ok Space, I think I've done everything that needs to be done to connect to the game. Celedorn appears to be down at the moment since other players cannot connect to the game either so I can't actually confirm yet.

Any changes in foreign relations in the last 10 days? Any specific directions to carry out while I'm subbing? Shoot me a PM when you're ready for me to take over.
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I'm going to put together a report and directions when I'm able to play this turn, whenever that is. Hopefully tomorrow. Thanks again for covering. thumbsup

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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T127 - Highlights and some general planning information. Thanks for subbing, Cornflakes. If you feel the need to conquer everyone and win the game while I'm away feel free. Otherwise, simply holding down the fort will suffice.




Theology is in, I'm the proud founder of a new world religion. Time to put the missionaria protectiva to work and start preparing this world for my takeover. Or, to just spread it around Germany for now so I can get more XP when it comes time to kill people. Oxy (BaII now?) is apparently headed down the monk line, targeting Monarchy this turn (showing 1 turn to go but that's been deceptive lately. I think they may be setting their slider higher than they can sustain on a regular basis even with no funds left in the treasury. To hide progress? Dunno).

Well that's nice, we're headed that way soon, so we'll maybe add a bit more to our tech drafting bonus. I could start Monarchy this turn, but the plan is to pick up the cheap prerequisites through Meditation and Priesthood first, and then pick up Monarchy. So that will be three turns from now. After that I think I was playing by ear, depending on the needs of the moment. The target is Guilds, but I don't think I ever nailed down whether I should pick up Feudalism before Metal Casting or not. Since this is basically decision time I'll say Feudalism first, then Metal Casting. Then it'll be Machinery and Guilds, but I'm guessing I'll be home before we get that far down the tech tree. Feel free to swap Feudalism and Metal Casting if there's a need for it (like, if we need triremes instead of longbows or something).

Something else I need to figure out is timing the civics swaps. I don't have a golden age coming up so I'm going to have to eat the anarchy to change into vassalage and theocracy, and will basically have to skip out on OR. That means I'm going to need to build monasteries to spread Christianity around the empire. The capital may be a good city to build the monastery and then missionaries, as the monastery will add to the academy tech bonus already in the city, the city's build queue will be clear next turn to start the monastery as a market finishes now, and the city has good production (and no barracks for unit building). Plus, the missionary can arrive in Schweinberg by then anyway to allow the monastery build to begin with. All in all, I like that choice for the starting point to push missionaries. Long tangent aside, back to the civics change schedule, it won't make sense to push for the theocracy change until the religion spreads a bit, and I don't know when it will make economic sense to trade a turn of production for the swap to vassalage. On that one probably as soon as Feudalism is in, or we're closer to Guilds. To be determined, I suppose. I would like to fill build queues with HAs to convert to knights and have other unit builds paused in queues prior to the +4XP civics swaps to forestall maintenance a bit, but I'm not asking a sub to do detailed micro plans for these purposes, unless you just wanted to.... lol

Around the map I have a chariot and scout abroad peeling back the black, just keep it up with them. The chariot should continue north through GermanJojo's territory and see if there's anyone up that way along the waterway to make contact with. The scout in the west is doubling back to the east a bit, he can go northeast and see if Dazed has any neighbors I don't know yet. Just watch out for any brown units (TBS) since we're still at war. Would be a shame to lose the scout.

Speaking of TBS, the war is in the 100% phony stage for my part as long as he doesn't try to build a city in a threatening position along our shared waterway. I've maintained the turn split since we're at war, but he does have a war with Furungy ongoing. If changing the war turn split with him and playing first works better for your schedule feel free to try it. Send TBS a PM and offer to take the first split, he likely won't mind. If you're fine playing after him and it isn't causing game delays feel free to stay in the second half, I prefer it but it's not a big deal, not worth delaying the game over. Do whatever fits your schedule with the split, he'll be OK with it given the nature of our "conflict", I'm sure. If he does settle a threatening city I have two galleys outside Meeresfruchte and I'm sure you can scrounge up units to deal with the problem. hammer Just be mindful of our western neighbor, he has triremes and I'd rather not risk a provocation with Plako.

The workers around Banane Kastell have a lot of workshops to build, but before MC is in they may have to be made busy chopping the jungles for a few turns unless more pressing work turns up elsewhere. We're a pretty tall empire, so frequent tile swapping between cities is necessary to keep all the tiles worked. Frequent 2 pop whips in some of the edge cities (Stobzahn-Stadt in the north and SchafSchlachten and Wurzig-Wale in the south) help some, but I've rarely had to work an unimproved tile anywhere and have mostly kept the improved tiles worked as well. I don't know how much time you'll have for this kind of detail, so whatever you do is appreciated.

I went ahead and revolted into Christianity this turn so I could start building the AP in the holy city. That will give me the best chance to get a prophet to shrine it later on. The next build will hopefully be a temple to run a priest specialist to move things along. As a result the city builds I mentioned above are delayed by a turn, like starting the monastery in the capital, no big deal.

On foreign relations, do what you think is best with trade offers if you get any. But don't open borders with BaII/Oxy (eastern neighbor) or Plako (western neighbor), I don't want them scouting me. I'm not sure about cease fire mechanics but if that would allow us to declare war on TBS without 10 turns of enforced peace I could accept that, if offered (he hasn't before, nor have I). For trades, I prefer to make deals with people lower on the scoreboard to avoid boosting a real rival, but it's hard to make decent friends in this world so make good deals with whoever you can, as long as it improves Germany I'm OK with it. I no longer have enforced peace with anyone, so take care around the edges of the empire. I haven't made friends with a few of the locals, never know if they'll seek revenge or not. lol I just got Q's graphs, doesn't look like he's out for blood (plus he's at war with Wetbandit now). I shifted EPs onto Wetbandit to assess his strength, though I don't expect you'll have to change EP allocations too much while you're playing. Just make sure to keep an eye on the EPs BaII/Oxy(Greece) are spending on us, they're close to making us lose visibility on their research and I'd like to keep it.

If you have any questions post them here and I'll answer as I'm able. I expect to have Internet access on my phone for most of the trip. Hotel wifi is iffy though, never know what you'll get. In any case, I'll be reachable. Thanks again for subbing and enjoy.



Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Got it smile ... I'm at work so I don't have time to say more atm, but I'll look this over when I have a chance.
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