Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[Spoilers]Pindicator With All the First Strikes in PB71

(July 22nd, 2023, 20:02)RefSteel Wrote: Both? I'm pretty sure it's both. At one point, RtR removed the immediate war/peace option to get 10 turns' guaranteed peace, and required all wars to last 5 turns before a peace treaty could be offered. (At the same time, it made peace treaties last just 5 turns.) This behavior was supposed to be reverted to "normal" in RtR 6 (the mod this game is testing) but it looks like maybe it restored peace treaty length to 10 turns without removing the waiting period for initiating peace. (I don't know if that also became 10 turns or is still 5, since either way, it's a bug!) Except ... did Thoth offer peace on his turn? Maybe the restriction is/was/is-now-bugged-to-be only against early offers of peace by the player who declared war?

Regardless of my rambling, it sounds like a bug that needs fixing to me.


Yeah, I noticed in the RtR log there's a reference to the peace treaty stuff being removed. Sounds like it wasn't actually removed. In any case Pindicator told me to just offer the cease fire so it's whatever.
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The results were not great.





Turns out Thoth did indeed have a ton of Horse Archers.
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I feel like I've thrown waves of Samurai hordes up against 2 neighbors, so naturally Commodore should be the next to wipe me out.
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Dodo Tier Player
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Currency due end of turn even without Drastic Commerce Measures, so I went back through and reset cities to working normal tiles. Pindicator mentioned he wanted a settler for the city south of Staunton. Lasker is happy-capped and had some chop overflow, so a 5T settler is coming out of there. That city down there will be settled T137 as a result.





The previous turn I was able to swipe a barb worker. That made up for a Thoth worker steal that was stunningly unlucky by nature of the axe being 1 tile north of the gold (the only invisible tile in the area) AND being Woody2 allowing it to move twice. The odds of both of those happening at once was cruel. Fortunately there's now enforced peace (even though I was unable to offer it to Thoth?), so less concern of that recurring. I sent a worker this way from the west to help this area get moving.





Settled Euwe as planned and began pasturing the sheep. Pressed Enter and Currency is in. The good news: the 100% science rate is up nearly 25%. The bad news.





Still more or less scraping by at 0% science with two new cities. This will get helped by the Gold, completing a Sheep road to hook Euwe, and Kassite getting going. I've been healing the wounded Samurai in this area, and in about a turn a few of them will head towards the barb city to get some burn money.





It appears the barbarians don't appreciate the civilized Japanese. (This is after turn roll and it came out of revolt, ignore the tile choices.)
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136

Should be able to burn this next turn...




New cities in the south next turn, and another settler being made to fill in the spot marked west of the clams.

I'm a bit torn on tech: either I go for military or I fill through the religious line and trigger my golden age to get into Hereditary Rule. I'm leaning the latter, just because otherwise I've got nothing to do except whip out another stack of Samurai to suicide somewhere.
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Oh that's why you said via chat that I only made one post while you were gone. I thought that undercounted it. I swear I wrote up an entire post for the previous turn, but lo and behold the post is not here. Sorry about that. I have no idea what happened because I definitely wrote one up. Part of it was I wrote up a big explanation of the Galley thing in the east for the barb city how it allowed you to burn it much quicker. Here's the pictures I took for the turn:

https://imgur.com/a/XtvBls6

Pretend there's some text in there explaining how the second and third samurai take way too long by land, but they arrive just in time with the first one by Galley. Also imagine that I pointed out that 2-pop whipping the Galley removed the 2 angry citizens, and the Granary couldn't be 2 pop whipped anyway so it was convenient in that way.
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Haha, it's all right. You had signs in game which helped guide me.
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I'm not going to lie I'm glad there is some explanation for the galley. I was very confused by that.
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137

Superdeath keeps sending these messages every turn:




Last turn it was Commodore, this turn it is Krill. I get it, you're dying, but haven't you seen what we've been doing? Throwing away our army every 20 turns?

I settled Anderssen in the south, but forgot to take a picture.

And we finally lost a high-odds battle against the barbs




Which sucks, but it won't delay the next city any because the settler is still being worked on.

Then I still think I want 2 more settlers. And a lot more workers. Then ... something
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Dodo Tier Player
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Any regret throwing away 1 / both armies? I've been bemoaning in lurker thread you not taking this eastern land much sooner. Its so juicy! (for this map twirl ) But in any case has Colossus coast as well.
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