May 21st, 2018, 10:19
(This post was last modified: May 21st, 2018, 10:55 by Dark Savant.)
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Turn 60 (1600 BC) - Part 1
Ugh, this is what happens when I feel compelled to play in the morning right after I get up: - That barbarian warrior moved to a tile that I'm not even using (it can pillage the road there, potentially).
- I attacked it with the spear at 96% odds.
- My spear lost.
That was especially stupid, because we have an axe completing next turn anyway that could have cleaned that up with negligible risk.
Well. At least I'm a lot more awake now, but we could have still really used that spear.
May 21st, 2018, 10:44
(This post was last modified: May 21st, 2018, 10:45 by Dark Savant.)
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Turn 60 (1600 BC) - Part 2
Our exploring work boat discovers that what I thought was a peninsula might actually be a land bridge.
That water visible to the north is actually fresh, so there's more land in that direction.
If that's the case, this bridge leads to wetbandit. Planting cities in that direction may be a higher priority than we thought.
Either way, I think Charriu's tall scout is departing to investigate.
Also, stone is in fact on the mainland.
But now I really want to know if our land to the east really only leads to Charriu, or if there's someone else to the southeast.
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Turn 60 (1600 BC) - Part 3
No aggressive move from  .
I have an axe covering Gendry and Harwin while they pasture the pig.
In fact, with that spear on the eastern front gone and the possibility we do not actually have much of a back yard, I think I want to pull out one of the axes soon, since this border looks like it will stabilize soon.
Three axes is enough to seriously menace ipecac's city if I place a road on the pig tile, so I keep Yoren on the jungle (he can potentially move next to kwaDukuza in one turn from Castle Black) and do not cancel either worker to try to signal that I don't actually mean to attack.
Stonesnake continues west.
There might not actually be a territorial block to Stonesnake continuing west.
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I just realized: the axes I'm keeping at Castle Black are named Grenn and Pypar, and the axe I may withdraw as soon as this turn is named Yoren.
This is appropriate if you've either read the books or watched the TV show.
This wasn't actually intentional.
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Turn 60 (1600 BC) - Part 4
Other things happening at home: - That half-alive barbarian warrior (yes my spear took it down to only half!) may pillage the road, move to another improved tile, or attack my capital. I should have it covered now (unless I get exceptionally unlucky). I can't attack out of the capital with the one quechua there; not only would it cause unhappiness from no garrison, I'd only get 96% odds.
- King's Landing reaches size 6; I'm pushing it to size 7 next turn (it'll be unhappy for a little bit).
- Workers near Oldtown start my planned micro for the Great Lighthouse. It's due on t75; that's not really fast, I have to admit, but I'm absolutely going to try absent a serious emergency showing up soon. I have an unscheduled random worker join creating a cottage because I don't want to move too close to that barb warrior.
- Science at 50%.
May 22nd, 2018, 00:08
(This post was last modified: May 22nd, 2018, 00:14 by Dark Savant.)
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Oh, and today Commodore actually played this evening my time, so I don't have to play bleary-eyed in the morning. I'm ... not sure how much longer he wants to keep this split going.
Turn 60 (1600 BC) - Part 5 (C&D)
Going back a bit, the first thing I saw this turn was this:
Oh, so he declared war on me and offered peace. He may have (re-)killed my scout, or he wants peace, or maybe both. I'd like a peace treaty too, except I want to crash through his territory first (must ... scout ...)
I reject the peace treaty for now, just to see if Ser Waymar Royce is still there. He (it?) is. Off I go!
Again, I'll have to avoid stepping on good tiles, so this may take a while. I hope wetbandit doesn't mind as long as I do so. He probably doesn't know what to make of my wandering back and forth like I can't make up my mind.
11000 soldiers appeared this turn. (This will soon become useless, so I'll probably stop reporting it soon.)
Score tally: - Us: +3 points for +1 pop in King's Landing (17 pop in 4 cities).
- Charriu: No change (9 pop in 3 cities).
- ipecac: No change (11 pop in 5 cities).
- JR4: +3 points for +1 pop; +3 points for planting city #5 claiming 5 new land tiles; -3 points for a 1-pop whip (14 pop in 5 cities).
- superdeath: +13 points for 9 land tiles claimed by city #3 for 20 turns; +4 points for +1 pop; -4 points for a 1-pop whip (10 pop in 5 cities).
- wetbandit: No change (12 pop in 4 cities).
- WilliamLP: er ... +10 points for 7 second-ring tiles claimed by city #2 for 20 turns (Buddhist holy city); +6 points for a technology researched in 9 turns; +6 points for +2 pop (10 pop in 4 cities). I forgot to check if WilliamLP has maps not-available for trade or not.
- yuris125: No change (12 pop in 4 cities).
Charriu's power graph is flat. Ours just spiked hard.
May 22nd, 2018, 01:07
(This post was last modified: May 22nd, 2018, 01:20 by Dark Savant.)
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Turn 61 (1560 BC) - Part 1
wetbandit killed Ser Waymar Royce. Oh well.  He offered a peace treaty, which I accepted.
I find that spearkiller warrior pillaged the road it was on.
This turn has yet another entry in the "really?"  department:
Another one? That barb warrior didn't have an abundance of possible tiles to spawn from.
To handle this, I can withdraw the third axe from Castle Black (that should also allay any  suspicions). I'll need that axe to be sure this warrior doesn't pillage anything, and to potentially cover the other fronts that I didn't suspect existed until recently.
I might also use the axe I just built in King's Landing ...
... but I need some sort of garrison for our next city.
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Turn 61 (1560 BC) - Part 2
I push our scouting work boat northwest.
That's now close enough to wetbandit's expected capital location that now I think it's likely that's actually an isthmus. That would give us three Aggressive land neighbors. Joy!
At least that means Charriu's tall scout has far to wander.
That's probably a really narrow choke, though. Look at this to our southeast where I thought the land just ended.
There might be a narrow choke there, too.
If so, we need to make a priority of claiming and fortifying these as well, and can't focus too much in ipecac's direction.
Stupid dead spear.
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Turn 61 (1560 BC) - Part 3
Stonesnake, now our only scout, presses on, since I'm becoming more satisfied that the  border will actually be reasonably stable; among other things, he'd also have more frontiers than I originally thought.
That should be due north of the  capital . Still no border seal, though I wonder why he's building a cottage there. And look, there's a scout on what I presume is barb lookout.
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Turn 61 (1560 BC) - Part 4
King's Landing grows to size 7, completes the axe that successfully avenged our spear, and grows into unhappiness.
Hey, what do you know, the 2 extra food that doesn't actually need to feed an unhappy citizen comes in handy.  It's not critical since some  will soon decay.
In other core news: - Gendry and Harwin complete the pasture at Castle Black this turn; it'll grow in 2 turns so I can whip the terrace then.
- Septon Chayle builds half of a road on the forested hill NW of Oldtown. (I need that to potentially kill the barb warrior if it moves there.)
- Mikken, instead of chopping a forest into a settler, is on the way to repair the road to our planned city #5.
I'm concerned we don't yet have horses.  The two places with horses look so poor for growth, though.
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