I don't see how catapults make it any easier to defend this X? spot. The issue is that it will be isolated and any road to the city will likely be too exposed to station troops there. But maybe you could build a fort NW of Iced Tea, and another fort E of the X, and station some galleys and potential reinforcements in the northern fort.
A less complicated idea is to simply move the city one tile SE, and leave the fish for another city.
(May 15th, 2013, 16:24)zakalwe Wrote: A less complicated idea is to simply move the city one tile SE, and leave the fish for another city.
Agree with this. A fort 1SW of this planned city can threaten Elm, which is always nice (landing + attack with 2-move galleys or direct amphibious assault with 3-move galleys).
(May 15th, 2013, 21:45)GaiusMarius Wrote: There's obviously a forest under the ocean I hope your civs know how to train underwater lumberjacks.
Lets put a worker on a galley and see if he can work his magic from there.
Won't work. (No idea if you're joking or not, but just in case)
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
We've been improving the gems tile over the last couple of turns, and therefore guarding it with some units. Meanwhile, LAM was roading the tile SW of gems, in neutral territory. Seems like they were planning to claim the area with a city. I looked into attacking their stack this turn when it was still there without a road built last turn. They had 3 axes and a spear guarding one worker. The trouble is they were on a jungle tile. I ended up deciding that the most likely result was -1 catapult, -2 vultures, +1 worker for us; -3 axes, -1 spear, -1 worker for them. That's net -39h for us, and -132 for them. That is a reasonable trade to make against one of three opponents, but I think it would be a slightly above average result actually - there's a decent chance we lose another vulture for example. Also, we'd be standing to lose some better-promoted units. So I decided it wasn't worth it.
But then they completed the road and moved one of the axes away! OK, I didn't have to do any fancy analysis to decide this was a good deal. Results in the spoiler.
I attacked with the catapult (~15.1% odds showing, and i missed the screenshot) and lost of course. Also got below-average damage I believe. But no matter. Now I sacced a vulture to wound the other axe:
And then won the next 3, gaining 3xp, 2xp, and 2xp respectively.
And I covered the captured worker with some units. These guys are nearby, I assume they will retreat onto the rice now.
We got our scientist EOT! Also, you can see I am building a settler for the plains hill to the south. Based on where their cities are, they won't be able to settle to contest this city's resources. And, I'm excited because this will be a production city, which we kind of need for Rome.
Here is a view of the LAMian city I spoke of. Its borders expanded in the last couple of turns. The reason I wrote WTF is that if you zoom out, you can see that the first ring of this city has 4Hian culture. That's crazy! because that city is incredibly close to Joao of LAM's capital. I am assuming that 4H didn't actually settle over there, but instead... captured a LAMian city, at least temporarily!?
Btw, guess what happened last turn? These jokers showed up. There was also a plain old warrior 1NW of OHO last turn, but he's gone now. I am building a few units for Greek Salad because of their new northern city. Which btw, we can't really complain about since it's closer to them than to us.
In tech news, we are doing 190bpt with the improvements from finally getting sumeria its spices and gems. And the turn after next it will increase by about 20bpt solely from our second academy. We are teching MC, due next turn, and will be building a forge in both capitals immediately. Then Aesthetics in 2-3 turns more, and the Roman capital will build Shwedagon Paya. (We are spending all its forests on forge + paya.) Meanwhile on to Monarchy and Feudalism, and then Sumeria can do a really nice triple revolt.
LAM is probably trying to settle a city south of Stir Fry. Maybe whipping the Settler in Stir Fry could be in order? I wouldn't want to lose that spot.
Funny thing about LAM's city. Maybe it was a naval attack, 4H probably has a city on the coast of this sea. I wonder why didn't 4H raze the city? Could the culture be there if they razed it and LAM resettled?
Can we go offensive on RMoG city near Greek Salad? Maybe when we have Iron for Praets.
I did whip the settler, yeah. The other option was to use 6 worker turns to road the destination plains hill, which would also result in accelerating the city date by a turn. (Unfortunately we can't speed it up any more by doing both.) Whipping the settler had the advantage that we can overflow and complete a chariot if LAM does get their city settled first. They moved their worker up to continue roading and brought in 2 axes, too.
Unfortunately, Mackoti accidentally moved our archer on the grass jungle hill 1S, next to both axes, while we were chatting in-game. So now we're not guarding the jungle hill, and we've surely lost an archer we could use in the area.
Economy is really improving now. With sumeria completing its first ziggurat and growing with its new happy cap, it feels like this is the first turn in a while that its gpt has increased after ending turn instead of decreasing.
I forgot to see if the Colossus was built already (I imagine it was). Any plans for us to steal it if it isn't? If we are going for a forge in OJ, might as well try, right?