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Marble, stone? Leave it for wonderwhores. Settle, grow and come get what is yours!
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(May 30th, 2018, 14:55)OT4E Wrote: Marble, stone? Leave it for wonderwhores. Settle, grow and come get what is yours!
Actually, I'm more concerned that those mark the midway points between players, and if I don't claim any of them, it means I claimed less than my fair share of land.
Turn 72 (1120 BC) - Part 3
Here's what the core currently looks like:
Our exploring work boat discovers that  's western neighbor is JR4.
No contact yet, and it'll be a couple more turns before we do since I have to negotiate that tiny spur of land.
That makes me think that  doesn't have a northwestern isthmus. He'd have a southeastern isthmus instead, and so would Charriu.
C&D: whipped three times this turn. I'm going to send the archer due next turn from King's Landing west.
- wetbandit and Charriu both got around to planting their 5th cities.
Another concern I have is whom to cultivate as friends. It's not something I need to decide immediately, at least.
JR4 and WilliamLP are the players who are natural allies, but:
- Befriending JR4 is problematic, because he's currently the strongest rival in the game.
- Befriending WilliamLP is problematic, because if one or both of us snuff out Charriu, we're no longer in quite so friendly a state.
Our mystery ocean neighbor probably doesn't make for a good friend either -- we'll probably clash over settling what islands there are. Maybe we can be friends with wetbandit? I'm not sure whether or not settling the isthmus between us will result in tension. Also, JR4's western neighbor is probably good to befriend too, except that's likely the last contact we'll make.
But we do eventually have to form at least a couple of good friendships.
Also, I didn't show this ...
... that dip in Charriu's power is very probably wetbandit killing that axe that wandered by us.
Does it say something about me that we have the second-highest power in the game, and yet I feel that's not adequate for defense, never mind offense?
 is stuck between #2 in power and the probable #1 in power. I doubt he's happy about that.
May 31st, 2018, 00:44
(This post was last modified: May 31st, 2018, 00:48 by OT4E.)
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(May 31st, 2018, 00:23)Dark Savant Wrote: Another concern I have is whom to cultivate as friends. It's not something I need to decide immediately, at least.
Oh thanks for asking. I will tell you
(May 31st, 2018, 00:23)Dark Savant Wrote: Actually, I'm more concerned that those mark the midway points between players, and if I don't claim any of them, it means I claimed less than my fair share of land. scared
Plant, grow and come get what is yours. Giving up a couple of tiles now to get some dozens of tiles later. Not a big deal.
May 31st, 2018, 01:55
(This post was last modified: May 31st, 2018, 02:19 by Dark Savant.)
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Turn 73 (1080 BC) - Part 1
WilliamLP's war with wetbandit is indeed a peace treaty feeler.
Also, I do have to worry about wetbandit settling on the stone, because he did that just this turn.
Casterly Rock just finished that settler, and it's heading in that direction, but I need to decide next turn where I'm sending it.
That plains hill to the southwest of the sheep has relatively little food, but that definitely is a frontline city now, and now I'm inclined to settle there, especially because all I'll have there for at least a few turns is that one archer.
I doubt wetbandit actually has much in that frontline city, but we can't attack that quickly and I'd rather plan to attack Charriu anyway.
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Turn 73 (1080 BC) - Part 2
I decide to plant city #6, Highgarden, right on the grass hill it's sitting on after all. It saves a forest and plants a turn sooner; I don't get to share the corn with Winterfell but that isn't as important as it would have been without the riverside cow there.
That does mean the road to its west is a  road. Oh well. 's axe and impi moved back into his frontline city.
- We clean up the barb warrior wandering our territory. Castle Black expanded borders, which will put an end to that nonsense.
- King's Landing produces an archer (Quhuru Mo), who heads west. It starts another which I'm going to send east.
- Oldtown finishes its second settler in as many turns, and starts a galley, which I can put a chop into next turn.
- Casterly Rock doesn't overflow from the settler into the archer it was producing, but a barracks, which I have a mind to 2-pop-whip in a couple turns.
- A sheep pasture and a mine shared by Casterly Rock and Castle Black both finish this turn.
- Winterfell has its corn farm now, with the help of the worker I produced last turn. Those workers will head in the direction of Highgarden next.
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Turn 73 (1080 BC) - Part 3 (C&D)
Our work boat pushes west, and will make contact with JR4 next turn.
Stonesnake is going to hang out in that sliver of neutral territory northwest of Ulundi just to see if he's up to something.
We find  has already planted a city up to its north to claim horses without waiting for Nongoma to expand borders.
Other news: - wetbandit isn't putting any EP into us; we'll have graphs on him in a few turns if he doesn't start.
- Charriu whipped twice for 3 pop total this turn. I'll check next turn to see if they're units.
planted city #8 this turn. He'd be sucking wind on GNP if he weren't playing Aggressive Zulu.
Oh, and demographics still look healthy.
Okay, we're sucking wind in GNP, not a shock.
June 1st, 2018, 01:45
(This post was last modified: June 1st, 2018, 01:47 by Dark Savant.)
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Turn 74 (1040 BC) - Part 1
Building feels slow on the home front, for some reason.
- Septon Chayle chops a forest at Oldtown into a grass hill mine; galley due next turn. A settler and worker are already waiting, and Ser Jaremy Rykker, still hurt from fighting a barbarian warrior, isn't far behind.
- I'm actually going to ship two workers to the southern island at first. I'd like to find and mine silver/gold ASAP.
- A settler/archer are ready to plant next turn on the plains hill near wetbandit. I move archer Quhuru Mo not far behind to fortify that position more strongly. One worker is approaching. We also discover the site will eventually have corn -- it won't be so bad on food in the long run.
- Three workers converge upon Highgarden to improve it quickly.
June 1st, 2018, 01:53
(This post was last modified: June 1st, 2018, 11:50 by Dark Savant.)
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Turn 74 (1040 BC) - Part 2
 , as Genghis Khan of the Zulu, is still not satisfied with his city count.
At least our scout can get teleported soon-ish, I suppose.
Our work boat makes contact with JR4.
His border city with  is on a hill and ours isn't.
Here's a look at his trade screen:
Korean-style city names? I suppose that makes sense playing a Japanese leader of China.
He's already got whales connected -- it will be some time before we can manage that reasonably.
JR4 has contact with all our contacts, except for wetbandit.
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JR4 probably has a land bridge to Charriu.
He might beat us to attacking Charriu if we don't start preparing for that soon. That pile of axes he probably has isn't going to be quick about it, at least.
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Usually the one who comes second gets more and easier. Just be sure you come after all.
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