Turn 168

So... what have they got to work with on BI?

Looks to me like the anarchic technique is no match for focussed deliberation. Who is their turnplayer, I wonder? Sucks to be him :(
 
Mountain SE of Effing Whomping Rower:

Cannons bomb 4/4 pikeman – hit, miss, miss, miss, hit, miss, miss, miss, hit.

N of SKWTD:

Cannons bomb 4/4 musket – miss, hit, miss, hit.
KISS cannon hits.

Back to mountain SE of Effing Whomping Rower:

4/4 MDI vs. ¼ pikeman ->4/4 MDI, pikeman dead, 2 workers captured.

Back to N of SKWTD:

4/4 MDI vs. ¼ musket ->2/4 MDI, musket dead.
 
They have the following as of this turn.

Spite (??)
Malice (5)
Auda City (5)
Boomboomoplis (3)
FishyFishyInTheSea (3)
Fofomeno (1)
Idiotincum (2)
Left-overs (1)
Fairfield Street (2)
Dancing Banana (5)
Crack-a-toe-ah (1)
One Last Kiss (1)
... and 1 settler
 
We snagged a crapload of slaves - the only downside is since I used almost all of our units to chase down workers, we won't have many in towns to quell resistance, but I think it was worth it.

2/4 MDI captures worker 3N of Senilityville.
¾ MDI captures 3 workers NW of SKWTD.
4/4 hoplite captures 3 workers N of Dresden.
4/4 hoplite captures worker N-NE of SKWTD.
4/4 hoplite captures worker E-SE of SKWTD.
4/4 hoplite captures worker W-SW of Polecat.
¼ cavalry emancipates a TNT slave and captures a worker W-W of Nincompoopicity.
¼ cavalry captures 2 workers W of Nincompoopicity.
¼ cavalry captures worker SW of Nincompoopicity.
¾ cavalry captures 4 cannons SE of Dionysus and a worker NW of Apefish.
4/4 hoplite captures a worker S of the former Cyprus Creek.

Tile W of Crackhead:

Cool cannons fire at 4/4 MDI – hit, hit.
3/4 cavalry (after cannon hits) vs. 2/4 MDI -> ¾ cavalry, MDI dead, 3 cannons captured.

SE of Polecat:

Cool cannons fire at 4/4 MDI – hit, hit, hit.
3/5 cav vs. ¼ MDI -> 2/5 cav, MDI dead.

3/5 cav captures workers SW and NE of Stoogeville.
4/4 cav captures 2 workers W of Paradise Hotel.
4/4 cav capture workers N and N-N of Knucklehead.

On the former DuMass:

4/4 cav vs. 4/4 MDI -> 2/4 cav, MDI dead.

4/4 cav captures 3 workers NE-NE of Polecat and 1 NE-N of Polecat.
 
Time to play with the cities:

Start a settler in Simpleton and change all citizens to scientists.
Set Ignoramus to settler, hire a scientist, and sell its barracks. Keep the marketplace and the granary (for now).
Jesterton set to settler, hire scientists, sell barracks. Keep market, harbor, granary, and courthouse (for now).
EWR set to settler, sell barracks, hire scientists.
SKWTD builds settler.
Polecat starts settler, sell barracks.
Notthefullshilling sells barracks.
Change Look Here from cavalry to university.
Rush a settler from Senilityville for 116 gold and hire a scientist.
Rush a settler from Psaria Pylos for 80 gold.
Frozen Lake starts settler.
Woodridge changed from cannon to settler.
Sell barracks and build settler in Gilfach.
Ditto in Idiote.
Also in Knucklehead and Crackhead.
Hire an entertainer in Agrili to get back WLTDK.
Rush a settler from Dismal Swamp for 76 gold.
Rush a settler from Miletus for 76 gold.
Rush a settler from Deep Vault for 56 gold.
Hire a scientist in Sunshine Spa.
Hire 3 scientists in Swampland.
Rush a settler in Northern Easel for 48 gold (I think).
Rush a settler in Gathering Storm for 100 gold.
Citizen in Athens from coast to mined plains.
Parga gets a scientist.
Monkey Fodder gets a scientist.

Obviously our towns could use a total overhaul now – I rushed settlers where I thought it was clearly appropriate and changed some builds that were due to complete next turn, but things that won’t complete for a while, I mostly left alone.
 
Hey Chamnix – amazing work!
Truly, truly amazing.

I don’t know if you’re already done with the save or not – but we obviously need to seriously trim back our military builds.

We need maybe some workers to quickly and fully rail our whole continent, we need settlers to fill in our holes, and maybe some more infrastructure in some key towns – but I can look at that more closely for the next turn.

I hereby empower you (if you haven’t just done it already) to switch as many builds as you can/want to civilian time builds as you see fit.

Our current standing army is more than sufficient to beat back any invasion anyone throws at us at this point.
(unless we’ve got too many cavalry off the rail lines… in which case, I could see letting a couple cavalry builds complete next turn – just in case.)
:salute:

P.S. Good call on the workers - we can starve the towns and use jesters till we can get troops in place to quash resistance.

EDIT: x-post with Chamnix... looking good! :thumbsup: feel free to keep going if you'd like. I won't have better input till I get to look at the save when it comes back around.
 
wow!! i can't believe we just took out KISS in 2 turns!! there are only 2 things (in my mind) that KISS could've been thinking:

1) they gave up on controlling their core on the Green continent and decided to start fresh with their TNT holdings and colonies.

2) they totally underestimated the strength of MIA and thought they could stop the invasion with bare minimum forces.

either way, this is beautiful and i almost cried reading this thread (vengenace is so sweet). :hammer::banana::woohoo:
 
If I understand things correctly, KISS no longer has any units (and therefore no visibility!!) on the Green Continent.

Is this correct?

When KISS opens the save (minutes from now, no doubt) will they be able to see anything at all of their former homelands?
 
They do have a couple units left near EWR - a musket, 2 cannons, and an MDI. I ran out of units, but these KISS units are not threatening anything significant.

In any case, they can always see our cities and the basic terrain as long as they uncovered the area previously. They won't see any improvements we make or our units.
 
It's the line of sight stuff I was wondering about... I read the SotE update, and saw the screenshots of their units. They can see some tiles, but nonetheless they will be (and should be!) properly demoralized as soon as they open the save.

Great job, Dear Leader! :salute:
 
...Wow....
 
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