That's Commodore.
[SPOILERS] naufragar, Charriu, and Zalson's Threepenny Opera
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Mh, I would have said that this is Commodore, but most definitly not Superdeath. This also leaves the question, if you should establish contact? It might be better to leave whoever this is in the dark of your presence. Otherwise they might be tempted to settle in your direction. The KTB for later is no problem. First there needs to be a player in the classic era and second I expect contact shortly after you settled your oversea city.
Another great detail of those oversea cities is that both have a mountain in their BFC for additional vision towards your new neighbor.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Thanks Krill. Thanks Charriu.
(I had pulled up my PB38 thread to compare with the colors of Adrien's Mali, and was coming around to it, but I'm so bad with colors. ) I've got to run, but obviously all my opponent analysis has to change. And, yeah, Charriu, there's definitely a case for turning the work boat around. Commodore is Cre, so that could be a recent city. In which case, it would be nice to know if this is his back yard or a very distant zone. But I'm leaning to turning boat around. Will post more later.
There is no way to peace. Peace is the way.
Why wouldn't we make contact? Are we planning on boating commodore at some point in the near future or something?
That was my idea here are my reasons:
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Ninja'd again!
Charriu's reasoning is more direct than mine. (Although I will say, I care very little about offending people with work boat trespassing.)
There is no way to peace. Peace is the way.
(November 27th, 2018, 13:11)naufragar Wrote: Ninja'd again! I can't hide it. I'm a developer, I love bullet points.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
I agree that our goal should be the settling of our initial landmass. We should also confirm that we're not spokes on a wheel (and on the same landmass as commodore). That reduces the value of settling over the water severely.
However, the fact that he has an early enemy in superdeath means that he can choke a neighbor and expand relatively unopposed, right? We should look for the opportunity to oppose but only in so much as it benefits our team (for example, generally delaying an rival does not help our team; specifically delaying a rival by killing an unescorted settler does benefit our team because we get a worker, etc). A 2-on-1 based on opportunity with reparation available s is a valuable check on an enemy. Or we confirm undying friendship with fish-fish and expand the other way. If we drop off a spy (thinking way ahead) do we make contact? I think that signals our intention but if the spy remains invisible, then that's an option. We could also devote resources into contacting him from another direction and then boat his capital (that's a tangible benefit because it cripples a rival/severely inconveniences him/makes a blood enemy). I'm not sure how valuable that is as a strategic consideration. Anyway: the inanity continues. (November 27th, 2018, 14:39)Zalson Wrote: We should also confirm that we're not spokes on a wheel (and on the same landmass as commodore). That reduces the value of settling over the water severely. We can only hope, I think. Our own landmass is not terribly exciting. (Pics below.) But I might have a solution. Quote:However, the fact that he has an early enemy in superdeath means that he can choke a neighbor and expand relatively unopposed, right? We should look for the opportunity to oppose but only in so much as it benefits our team (for example, generally delaying an rival does not help our team; specifically delaying a rival by killing an unescorted settler does benefit our team because we get a worker, etc). It sure would be nice to know how much this war has cost Commodore. I guess I could try C&D scrying again, but chances are we'll just check his stats when we finally meet. One always hopes the neighbors have long drawn out slug matches, but they don't always oblige! I do believe Commodore planned this war very soon after meeting superdeath (tech timings and all), but I wonder if that's because they were very close. In which case, Commodore hasn't gained all that much real estate. I live in hope. Quote:If we drop off a spy (thinking way ahead) do we make contact? I think that signals our intention but if the spy remains invisible, then that's an option. This is a fascinating question. I haven't really played with spies, so I confess I don't really know how that would work. I agree wholeheartedly with your principle of only sticking your knife in if you benefit. No psychotic stabbings here! I mentioned our landmass being meh. It's also oddly shaped. Our warrior is on a hill instead of someplace more defensible, but we can't respect this barb too much. He's not a panther after all. Oh shoot. I just realized I didn't take the correct screenshot. We found crab 1NE of the barb. A city down here is a good distance away from our core, but with the land being so crappy and probably very close to the south pole, we should be able to grab this. I mentioned a solution: That is the best tile outside of the capitol we've seen. Good job Cre. Without Creative it would've taken us forever to find this spot. Additionally, we're separated from that eastern land by ocean, but we can cross it due to our culture. That's really excellent. (We're going to need a gigantic navy.) Here are the demos, because I want to talk about them for a second. Our crop yield isn't really that good. I'm working every possible source of food I can, despite what each city may need. For example, our capitol, while building a worker, has given up its two improved food sources (rice & pig) in exchange for working cottages. I justify this as "avoiding hammers lost to overflow reduction." So, basically, our hammers are a bit better than what this page shows and our food is a bit worse. Keep that in mind for this overview: I've circled our two cottages in red, and I'd like to talk semi-abstractly about cottaging. I have a gut instinct that the secret to good cottaging is working them early. "What?" I hear you ask. "Obviously the earlier you work cottages the faster you grow them." Yes, but I mean that in the early game foodhammers are far more important. There's always another worker or settler to build, or failing that, a pop point to grow in order to whip something fast when your natural production is limited. So what I mean is that the secret is working cottages when it's a little painful. We could be putting a few more foodhammers from the capitol into a worker and then a settler, but the sooner we can tighten our belts, the sooner we can get our economy moving. I'm sure more thorough players than me can work out exactly what the return is at any stage in their game for more workers/settlers vs more cottage turns, but I'm an incurable instinctive civ-er. The trick, I suspect, is not pulling the rip cord to early and halting growth. I don't think I'm doing that. We are going to whip off those cottage tiles when we build the settler anyway, but in the back of my mind I'm going to try and keep the notion "can I squeeze an extra turn working a cottage in somewhere."
There is no way to peace. Peace is the way.
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