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Turn 58 (1680 BC) - Part 4 (C&D)
Ser Waymar Royce discovers that And I Love Ger forms a territorial seal all by itself.
I'll have to poke around a bit more to find the best place to get through without annoying wetbandit too much.
10000 soldiers appeared this turn.
Score tally: - Us: +6 points for +2 pop (+1 in each of Oldtown and Casterly Rock; 15 pop in 4 cities).
- Charriu: +3 points for +1 pop; -3 points for a 1-pop whip (8 pop in 3 cities).
- ipecac: +3 points for planting city #5 at our choke (8 new land tiles); -3 points for a -1 pop whip (11 pop in 5 cities).
- JR4: +3 points for +1 pop; -3 points for a 1-pop whip (13 pop in 4 cities).
- superdeath: +6 points for +2 pop; +3 points for planting city #5 claiming 7 new land tiles; -7 points for a -2 pop whip (9 pop in 5 cities).
- wetbandit: No change (10 pop in 3 cities).
- WilliamLP: +3 points for +1 pop; -3 points for a 1-pop whip (8 pop in 4 cities).
- yuris125: No change (9 pop in 4 cities).
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I'm unable to play because I think I'm still in a double-move situation with ipecac/Commodore.
I'm ... not sure they still believe likewise after last turn.
The clock is running low-ish, too.
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I wouldnt care about turnsplit too much unless you are about getting some advantage from it.
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(May 20th, 2018, 12:32)OT4E Wrote: I wouldnt care about turnsplit too much unless you are about getting some advantage from it.
I suppose I only get something from it if they declare war, at this point.
I was doing this partly because I very much would have gotten something even at peace until recently, but that's no longer true.
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I can describe only 1 case of double move during peace: you climb on hill under their settler, finish turn, plant and they get kicked. Other things like "they could have attacked my scout when it stepped on flat" is a plain waste of time.
If you just have units walking to the front this is normal. Especially if they cant see those units or interact with them.
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(May 20th, 2018, 13:15)OT4E Wrote: I can describe only 1 case of double move during peace: you climb on hill under their settler, finish turn, plant and they get kicked. Other things like "they could have attacked my scout when it stepped on flat" is a plain waste of time.
If you just have units walking to the front this is normal. Especially if they cant see those units or interact with them.
Okay, thank you -- just wanted to be safe.
I logged out again immediately after rolling the turn, but that's because I'm about to leave the house.
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Turn 59 (1640 BC) - Part 1
Our third axe arrives on the  front, and things appear stable now.
His axe pulled back into his front city and his warrior is wandering back all the way towards Bulawayo, apparently, so this front should be stable -- at least for the next several turns. I should be able to develop Castle Black in reasonable safety now.
I push Stonesnake forward a bit.
That's ipecac's capital to the southwest of Stonesnake.
I feel it is probably not a good idea to declare war to push Stonesnake through; there is probably another  impi somewhere that can snipe it easily, and it may be better to keep an eye on the  military.
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ipecac/Commodore still want the turn split to remain live.
Why, I'm not sure.
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Turn 59 (1640 BC) - Part 2
Our random work boat finds that the northwest peninsula really does actually seem to be a peninsula -- at least, it doesn't extend much further west.
This work boat can plant on some seafood at our planned city #5, but that's another ~18 turns from happening since all that seafood is second-ring. It might be best to do some extra exploring, though I don't think it can contact ipecac's western neighbor and get back in a reasonable time frame. I'll have it head north then east, and try to look at some islands in the area too.
Core overview: - I micro King's Landing to work the five premium tiles, since that will now still produce an axe in 2 turns and also allow growth to 7 in 2 turns. That extra citizen will be unhappy, but it won't be for long and the food it eats can go into a settler.
- Oldtown swaps to a settler from the 24/35 axe. Growing into unhappiness at size 7 won't do much, since I already have to deliberately forego foodhammers a little to manage prebuilds for the Great Lighthouse.
- Casterly Rock reaches size 4. It's still not working the corn; it's producing an archer and working a lot of hammers while I wait for the
to decay a bit.
- Science to 70% this turn.
- Hot Pie starts a mine on the river plains hill north of Casterly Rock.
- Gendry and Harwin build a road on the jungle north of Castle Black. The injured axe from Casterly Rock moves to cover them.
- I complete a couple more roads near King's Landing, and move our spear into the city to intercept the incoming barb warrior. The spear will have ~99% odds attacking the warrior on flatland across a river.
- Septon Chayle is moving out of the little peninsula with the cow. It's already time to start managing Great Lighthouse micro there, which I'll start to plan as I wait for ipecac/Commodore to play.
May 20th, 2018, 20:48
(This post was last modified: May 20th, 2018, 20:50 by Dark Savant.)
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Turn 59 (1640 BC) - Part 3 (C&D)
Ser Waymar Royce doubles back on the frontier with wetbandit, and will probably try to crash through next turn, maybe the turn after that.
wetbandit can (re-)kill him with an archer at ~90% odds, but that's a nontrivial risk just to kill a random scout.
19000 soldiers appeared this turn.
Score tally: - Us: +4 points for +1 pop in Casterly Rock (16 pop in 4 cities).
- Charriu: +3 points for +1 pop (9 pop in 3 cities).
- ipecac: No change (11 pop in 5 cities).
- JR4: No change (13 pop in 4 cities).
- superdeath: +6 points for a technology researched in 10 turns (probably Sailing or Writing, I have no real way of knowing); +3 points for +1 pop (10 pop in 5 cities).
- wetbandit: +4 points for +1 pop; +3 points for planting city #4 claiming 7 land tiles (12 pop in 4 cities).
- WilliamLP: No change (8 pop in 4 cities).
- yuris125: +10 points for +3 pop (12 pop in 4 cities).
Charriu's axe looks like it's investigating that peninsula. There's no sign of any other axes from him (he still has only three).
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