Totally lacking in reporting! Next turn I'll do it properly! We are at six 6 cities, Azza at 2 axes, not too worried, yet!
[Spoilers] Old Human Tourist: Empress of Azteca
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Eagerly awaiting for a report, they have been good. Your expansion seems healthy although one should expect that from an imperialistic leader.
How are you doing at the demographics? At some point you were leading the food stat is that still the case? Is the plan to conquer Azza with HAs?
It'd be nice to conquer Azza with HAs - although if he spots our power spike early enough and builds spears then we could load them on boats to go say Hi! to Cheater Hater...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld (June 4th, 2014, 08:25)von Adlercreutz Wrote: Eagerly awaiting for a report, they have been good. Your expansion seems healthy although one should expect that from an imperialistic leader. No report yet because Q/lurker has not played, but here are quick answers: Settling race with Azza delayed our expansion a bit and we lost the top food stat for couple of turns, but now that we have settled our cities we are again in 1st position. I think we had 65 food this turn and rival best was 61. In MFG we are above average, but not fighting for the first place, our GNP has been pretty weak, but now it actually will start improving and thanks to keeping our scout alive and finally popping half a tech from the hut I would imagine that our accumulated beaker amount is pretty much average. --> Our expansion should be in solid shape, definitely in good enough shape to be competitive if we have macro/geopolitical luck, which is necessary for success. (That's possibly our biggest learning and also cause of annoyance in PB13) But I would not say that we are leading the game. That would be also slightly surprising at this phase, because we started with a 15-turn worker even though we certainly have a quality start. I could imagine that we are in TOP 5, definitely in TOP 10. What's important though is that we know that we are ahead of Azza, who is our closest neighbor. However, we see Azza's research and demos and I can say with certainty that with his 5 cities and 2/3 axes Azza is doing also clearly better than an average opponent, which is bad news.. As OH said, it would be nice to conquer Azza with HAs... Here is the problem with that plan though: Techs are damn expensive in this map and we are really yearning for Currency, CoL and Calendar so that we can actually establish an economy. Without those techs even a successful war would cause a significant economic setback and reduce our gains, which means that we should better be winning big time if we want to justify diverting to HBR and building an army instead of economy. Another aspect, in PB13 mackoti's success came very much from his warfare against mostly_harmless - based on what we know it was a nice example of a well-executed HA attack. However, mackoti's power started climbing fast ~10 turns before the actual attack and you can find in our PB13 thread multiple posts, where we comment it with OH and wonder why m_h is not reacting at all. I think already couple of spears in border cities could have made the attack a lot more difficult. What I'm saying is that in order to be similarly successful we have to assume that Azza does not react to our climbing power either and based on my current knowledge of Azza I doubt that he can be completely surprised. You can reduce the reaction time by timing your unit builds correctly, but it's not possible to build and stage an army that is big enough for conquering a whole empire without giving any warning. But yeah, we try to monitor the situation every turn.. OH! What are you doing this weekend? I will actually again live up to my stupid nickname and be in Russia on Friday and Saturday. I would prefer to not take my laptop with me so could you play our turns? Probably T64 & T65. I will post an updated sandbox and my suggestions for our micro tomorrow if you think you have time.
Turn 63 + recent turns
So here we are: - Flossie was supposed to be our 5th city, but because we let Azza settle Hello Joe, the settler spent couple of extra turns traveling and the city was finally founded last turn (T62), next turn it will start working farmed sugar - Englbert in the NE was founded on T61 and it has now improved wheat to grow with - As you can see we prioritized long-term dotmap here over early benefits. Flossie did not get corn in the first ring because we want to settle a coastal city NE of corn for some sea food and Englbert misses the most eastern fish for similar reasons. This is kind of a step change, because with our first four cities we put heavy emphasis on early speed and just wanted to get out snowball rolling - All our 4 core cities have granaries and they are currently growing to the happy cap building some MP units. Some of those builds will take still a while, e.g. Alfie will start a worker and Butterscotch starts a settler next turn. - We just got gems online at Daisy, which is great news for our economy. You can only see one cottage currently, but that will be changed starting next turn and we should be working 5 of them in 5 turns. - You can see that we have a situation here with Azza. He double-moved us this turn and an axe appeared next to Cornelius. I hope that Azza realizes that there are absolutely nothing to gain here, just wasted hammers and burned relations. I think Azza will not declare, Flossie surely annoys him, but we gave up with regards to Hello Joe and with his pink dot towards Mardoc he should not really be interested in warfare. Anyways, here are some plans/reactions/preparations for possible aggression: 1. We are keeping currently 80+ gold in our stash so that we can always do an emergency upgrade 2. I switched Cornelius into Archer this turn so that we can 1-pop whip one if needed (only possible if we play after Azza and keep the current turn order) 3. I moved archer onto forest tile so that Azza can't isolate Flossie, Flossie should not be even in a theoretical danger to fall for a combat-road double-mover attack, because I'm 99 % sure that Azza does not have horses inside his borders (or chariots produced) 4. Our axe is moving towards the west (if we play before attack it will be in Cornelius before Azza reaches the city) Anyways, I hope and believe that Azza won't declare, however, who knows what happens if he has a troll-ish day. Have I shown already that we are not land-connected with Cheater Hater: I can already see delicious trade routes in my dreams.. Our demos are pretty good, note that we are 5th in soldier points as well (although some of it its archery tech etc.) so this is not a complete farmers gambit: Here is the composition of our troops, not too much of anything yet We have currently 6 workers running around, more will be needed Azza's and ours power: OH, can you play the next 2 turns or should I do come up with something else? I will post the sandbox and relevant saves (+written explanations) in the next post.
Ok, here are the relevant files.
About Sandbox: - I think I messed up with research slider or unit support costs at some point, so we are couple of beakers behind the actual game, otherwise it should be accurate T64: - Note build swaps in Agi (worker), Butterscotch (settler) & Cornelius (barracks if archer does not need to be whipped) - 2 Western workers finish sugar - 2 Eastern worker move SW-SW and finish cottage - Worker at Cornelius keeps cottaging - Worker at gems moves NE-SE and starts cottaging - unit moves based on Azza's actions (if we play after him) - 0 % research slider T65: - Daisy starts a barracks, could make a case for military unit or library as well - First capital cottage worker moves for a granary chop at E - Second capital cottage worker moves SW and continues cottaging - First sugar worker moves for a granary chop at F - Second sugar worker moves onto a forest near Daisy (road to city G goes there) - Cornelius worker finishes his cottage - Worker between Daisy and BS keeps cottaging - Military moves according to Azza - 0/100 % slider T66-70 - Still a fairly rough baseline, happy to receive criticism if you have time to check it! Military unit moves need to be done based on neighbor/barb situation Let me know if you have time for playing or not!
Sure, I should have time...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I'd guess that Azza is just looking to find out where our other cities are so that he knows how much we just pink-dotted him... Good thing that you built that Axe after all!
Might be worth putting a hammer or two into another axe somewhere. T65 are you saying the slider should be 100%?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld Quote:Might be worth putting a hammer or two into another axe somewhere. Daisy is a candidate after it finishes an archer eot64! Quote:T65 are you saying the slider should be 100%? Does not really matter, because I don't see us changing our mind and going sailing or HBR before maths (so both commiting beakers and saving gold is fine). So it's just: 1. binary research for efficiency 2. keeping at least 80 gold in the pocket for emergency axe upgrade I could imagine us saving gold after maths and timing our currency (and sailing) push to match with completion of 1-3 libraries. |