Wow, if skanky doesn't win now, something is wrong! (Murray)
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FG: Society III Game Thread
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Maybe sending all my caravans to skanky out of spite to sparrowhawk on my last turn was a bit overkill.
I'm amazed that Duke is still alive.
I also considered building a nuke and droping it on him as my last action before I was conquered, just for the fun of it.Rethink Refuse Reduce Reuse
Do It Ourselves
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Great Game all, I look forward to playing again (especially if you can promise I will again be swarmed by nubile virgins)!
Hopefully next time it will again take teamwork to defeat me
A couple minor points though, which I wouldn't mention for myself, as I am obviously out regardless, but it may effect the rest of the game...
Originally posted by Gamecube64
Espionage
Meanwhile the Trojan Horse was busy running over all of Skanky Burn's tech research centers.
Originally posted by Gamecube64
Skanky Burn's sent a spy to give the spies of Unnamed fake orders, while darkcloud's spy took out Sparrowhawk's military and tech production
Originally posted by Gamecube64
Virgins strike again
Skanky Burns attacked Sparrowhawk with 890 armies, killing all resistance and taking all the cities possibly, all while only losing 6 armies.
Originally posted by Gamecube64 from the first page
Taking casualties
Attacker takes casualties as follows:
Casualties = D / AT.
Defender takes casualties as follows:
Casualties = (D / DC) * cities lost
I think that I would have had 15 armies left defending against Darkcloud.
Originally posted by Gamecube64
The end of Sparrowhawk
With no armies to defend himself Sparrowhawk's last 4 cities easily fell to Darkcloud.
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Is it too soon to post a sign up thread for Society IV?
I would happily do so if it is not too early. Or is it an unwritten rule that you don't post the next sign up until the current game is actually complete?"Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge
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Originally posted by DarkCloud
orders sent.
by the way, Skanky is one city short of Cultural Victory with 10 wonders
(the first sabatoge and war declaration were very smart IMO as I would be in his position now if you didn't, but the second turn of espionage by the three of you, when I was clearly down is what gave Skanky the clear edge. If neither Paradise or Off Topic had sent me spies the second time Skanky and I likely would have kept each other under control (and if you would have sent your spies sabatoging him as I had hoped and posted, I may have even been able to counterattack), but even if we would have attacked each other and destroyed our armies in the process, it would have given either one of you or Spaced time to mount an attack to eliminate whatever was left of our armies...all IMHO of course)
Regardless, interesting game and interesting concept. I am hoping to be in on the next game, but unless it starts soon, it won't be over before I go on holidays in August and I won't be able to participate"Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge
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Originally posted by Gamecube64
Fixed skanky.
And you only had 4 cities, not 22 Sparrow
(93/4)*22=511.5
Spies have proven very powerful, yes darkcloud sent two.as his tech rate will affect there success I suspect)
As for spies, I would like to see spies be able to be set to defend against espionage. Say if you have 2 spies, you can have one defend your science research and one defend your army production. If a spy is sent against your cities, it succeeds as in this game, but if a spy is sent against your science it fails unless two are sent. The spy would not be "used up" until someone sends a spy against it. I think this would lessen the power of spies for the attacker, and give some use for them for the defender. Any other thoughts?"Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge
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I agree with Sparrowhawks suggestion of defensive spies.
I would also suggest being able to build additional spies, for a large sum of money. I was going to suggest something like tech x 100, or 150, but it doesn't scale very well and is either too cheap later on or too expensive early on.
Maybe just set costs for tech levels, like techs 7-10 it costs 150 gold, tech 11-13 it costs 1000, tech 14/15 it costs 2000. Or somethign to that effect.
Another thing I would suggest is having cities with wonders in them be better defended, in that you can't conquer a wonder containing city unless it is the only city possible to conquer (or neccisary to reach further cities), or you control 3 cities adjacent to it. It makes sense that the most important cities would be made into the last-stands of the defender.Rethink Refuse Reduce Reuse
Do It Ourselves
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