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[59] Miguelito and Rusten move stacks to berimbau rythms

oh, FFS...


(I would have preferred the spear to walk to any other tile)
Can I still expect the warrior to suicide into the axe? Else it would be better to kill him now.
I still really don't want to whip the axe at Paraná. Sad 1pop whip, delays the settler - who however is increasingly difficult to get supported by workers due to the delays we are facing. Hm, 2pop whip a spear next turn and OF into the axe? Again, does production resolve before barbs move?

Also Elkad's warrior on the sign could delay the new settler, who was supposed to move on the hill next turn. The axe in Corta Cana can protect, but that is 1 turn slower. Elkad also prevented the worker from moving onto the forest as planned.
He might get eaten by the bear as well, which would still prevent us from moving the settler next turn - unless the bear gets injured severely and we feel ballsy enough to cover him with the scout.
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Production resolves first I believe. Barbarians move at the beginning of the turn, not the end of the turn.
I'd expect the barb warrior to attack the axe.
Don't we get some mega-bonus against barbarians with the settler on the same tile as a unit in this mod?

2-pop whipping a spear seems terribad at first glance. Must be the worst option, but maybe I'm missing something.
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(April 20th, 2021, 17:12)Rusten Wrote: Don't we get some mega-bonus against barbarians with the settler on the same tile as a unit in this mod?
sadly, not anymore. The current rule is:
Quote:Barbs now never attack your unit stack if the stack includes a settler and a unit that is giving military happiness
which doesn't apply to the scout frown


Thanks for the answers. I suppose it's best to leave everything in place as pictured then.
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rant banghead rant banghead rant, continued:


So we have to kill that cowardly warrior this turn. Which means that the axe is not available to cvoer Paraná. In turn we have to first sacrifice a warrior there, then next turn move the axe in the cap there. But that axe is needed for the new plant rant . This shit is setting us back a ton now. Bite the bullet, and whip the axe at Paraná (would also save a warrior if you are right that production comes first)? I fear it's the least bad option.

It might also be smarter to just let the barb warrior walk on the plains road or the corn farm. That way our axe can kill him next turn but is more mobile, able to cover the chopping worker from Elkad or whatever is needed. Now if it just walks back onto an unroaded floodplain that would make everything even worse.


I then made a mistake and moved the scout NE-NW, because I wanted to know where Elkad had moved. Of course nowhere, because the turn had rolled just recently due to the delays caused by the mod update. So I double moved him. It was not beneficial for us though, we could have moved to that spot last turn already. I left the rest of the turn unplayed and will write to Elkad that I double moved with the scout without getting an advantage. He has a shot to kill the scout if he wants to go over the river and on forest, which should still get him good odds (2 vs 1.75).


Edit: PM to Elkad
Quote:Hello,

I just realized that I double moved you with my scout. You can see him, that is him after moving t60. The double move did not get me any advantage so I hope it's fine.

Greetings
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Whipped the axe. I rolled the turn, so I could watch live how he killed the spear on defense, for some weak catharsis.
I realized afterwards that I could have avoided the whip by placing the settler in the city, which should have made the barb to not attack. Would have delayed the 5th city even further though, so that might not have been worth it.
Elkad's warrior delayed city 5 by a turn as predicted, and I lost another worker turn unnecessarily because I wasn't thinking clearly anymore. Could have used it to build a cottgae that we don't have the pop to work right now, so whatever.

Demos look terrible, although I don't feel like we've played a weak opening. Time will tell if the granaries can lift us up from there. Happy cap is hitting though.
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I was going to queue a worker in Marinheiro, but on second thought I went for the galley. The plan is to ferry over a worker and axe from city 5 (horsepig) to the fur after the chop is done, then the next capital settler, in order to found yellow dot as the 7th city in 7 turns. We don't know yet if it has food, but the happy alone I think makes it worth it. A workboat from Marinheiro could follow up if we want to gamble for seafood.
Any objections to that plan?

We should even have a treaty with Elkad for minimal interference, because I killed his warrior this turn as he was blocking our workers from doing their job.

In other news, Charriu found us and we found Mjmd, both with work boats. Detailed report tonight.
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Sounds alright. Don't love leaving high-value food idle on the mainland, but with granaries we'll expand everywhere quickly anyway. And the happiness should help a lot indeed.

Good neighbours! thumbsup
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(April 22nd, 2021, 10:58)Rusten Wrote: Sounds alright. Don't love leaving high-value food idle on the mainland, but with granaries we'll expand everywhere quickly anyway. And the happiness should help a lot indeed.

Good neighbours! thumbsup


If it helps, we settle corn/rice before (settler from Paraná), and after that there are just the western deer and pig left on the mainland in terms of 5 food tiles.

But really, I am worrying that we are getting "too much" food, despite doing our best to share between cities. After the settler, Paraná will already have 28 turns of whip anger, making it happy at size 3 only because we get the gold online. I will try to keep that city going slower for a while, sharing the food away and work cottages / the mine. Part of the "problem" is that the only possible 3-whip project are settlers, and growing back 2->4 is just very fast when every city has 2 food resources available.



But aquiring more happy should get high priority for our research plans.






encapsulating our war with Elkad. He had the warrior just on the city 5 hill, and I did not only want to move the settler, but as well a worker onto a forest. I'm sure he'll take it lightly.

I spied with the settler, and Elkad has his 2nd or 4th city W of the third one, also directly north of the isthmus leading to us.



Here are the new contacts.




We should see if we want to compete for the corn/copper island by Mjmd. If that's his capital we shouldn't, if it's some minor city it is an option.

For now I hope for good relations. In particular I hope that he techs writing soon in order to get his cheap libraries, so we can start with overseas trade.



Charriu found us. In this mod version he has str 5 spears for UU, which is surely interesting, although I'd expect that it will not be relevant for us. Looking at the pick, where do you think he came from? I'd like to find his borders to establish a trade route, so we can try to catch some hinduism (and who knows, maybe he uses Ramesses for AP?)



More generally, it appears clear now that Lewwyn seperated players with jungle covered areas, both landbridges and islands. This make me like the MC->IW tech path more. It gets us gems, which makes our forges 2xsmile buildings, and we can settle those spots earlier than others hopefully. Of course clearing jungle is still a pain.

Otoh if we get the fur markets are also at 2 smile already. But you want more forges than markets...



Mjmd meanwhile has his gems and gold online already:




Also horses, but no hunting happy. I really hope that the 2 precious metals are balanced by something. Or maybe he settled on a jungled gems? With our start and Cre that would certainly be an option. In a just world our gold would be hooked already, now it will be 3 more turns.








None of our contacts has a tech that we lack, besides the mysticism line. (Mjmd, unsurprisingly, has no Myst)



Here are the terrible demos that I mentioned:




The rival best in each category makes us look pretty behind. Also second in power, which you would think is a bad sign. But against the barb/Elkad combination the current level would be barely enough so they wouldn't cause any disturbances. Least approval means that we're winning though, right?



Bit of player analysis before I fall behind again:

Mjmd playing Zara Yaqob of Portugal (Cre/Org/fishing/mining)
An African leader for the Portuese civilization would be the perfect fit for the capoeira theme I'm running here!
We dedlurked Amica together in PB55, and I'm still on his team in PB56 providing low quality input. He impressed everybody with his performance in PB52, although ultimately he was no match for Old Harry (not saying I would have done better). PB54 where he played the same Vicky of India combo turned out less successful. He got superdeath'd, but also seemed a bit aimless? In PB56 there are good and bad parts.
I think we/he managed a pretty decent expansion campaign, although it could be argued that the dotmap and entailed landgrab left us in a difficult diplomatic situation. During the war against vanrober we were not always on the same page regarding tactics. I'm not sure his tendency to split stacks, and sometimes sacrifice small stacks to wear down the enemy, was always sound. But he got vanrober's Pro Celts down eventually, at the cost of falling far behind economically.
I think it's totally not beyond him to use caracks for some naval terrorism even if he has little to gain from it himself, if he feels it's a fun thing to do. He also values the circumnav TRs enough to beeline optics, surely moreso with his UU on it. So watch out for that.

In the draw Vicky again cheated on poor Mjmd. Org however was my dream trait for this game, so I think he can't complain about the result there. Zara has a nice something early / something late combo. Portugal provided him with pretty strong techs, and he has the option to cause some havoc with Optics, or be first to possibly existing astro land. The game could last long enough for feitorias, but despite the very strong effect they still replace an expensive building that you normally don't want, and come late so it seems difficult to still get payback from them.But I'm sure he'll build them if he gets the chance.

Our relations hopefully will be peaceful and of mutual benefit at least for the first half of the game. With island borders him being Cre is less of a problem for us. As I said, we have to assess whether us getting the corn/copper island would be acceptable for him to set a peaceful border.
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I could not play because we have to observe the turn split with Elkad (he did not respond to the PM in which I mentioned having offered peace).

Could you take the turn later tonight?
If yes, those are the important steps:
  • found the new city on the spot, start granary, work ivory
  • if peace with Elkad and no other threat, move axe in new city spot north
  • one worker starts chopping, the other pasturing the pig
  • the prechopped forest S of the horse has to go to Manteiga, not the new city! (should finish the granary)
  • whip the galley
  • Paranauê needs to grow to whip the city 6 settler. Not sure if it is possible in one turn. Corta Cana should also grow 2 pop in 2 turns.
If you're not available I'll try to fit it in somewhere tomorrow, but might need to ask for an extension.
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nevermind, took it. Sleepless kid makes for a late turn.
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