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regoarrarr Wrote:The other thing we / I need to get straight is the begging / forced peace mechanics. Like if I demand 1g from someone does that lock us into 10t peace? Or the other way around? Or neither?
I don't think you get the 10 turns of forced peace in a MP game, but someone can correct me if I'm wrong. (Pretty sure I asked the same question in pbem23.)
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regoarrarr Wrote:The other thing we / I need to get straight is the begging / forced peace mechanics. Like if I demand 1g from someone does that lock us into 10t peace? Or the other way around? Or neither?
Neither. It's just a very widespread misconception.
In SP, an accepted demand forces 10t peace. (Doesn't matter who does the demanding, I think. But who cares about SP.)
I have to run.
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Apologies for confusion. I've only played on quick speed for so very long. I forget other speeds exist. Let's see how I manage with this one.
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Ok, this is my first attempt. I followed your tech path although i'm not convinced of it.
Tech: BW -> Fishing -> Wheel
Those first three are optimal as far as I can see. I would follow these up with pottery but that's just me.
That run thru founds city 2 on turn 34. You would revolt to slavery on turn 33. Both workers are unmoved for this turn also and could either mine another grass hill or cottage if you go pottery first. The road to city 2 is completed. I didn't write down my exact worker micro but I could play it again to get this if you wanted.
Short version of it: First worker pastured pigs then mine/chopped the grass hill. Capital built TWO workers until fishing was in. At this point two workboats were built. Both workers continued to chop ( just chop, not chop/mine) seperate forests. The capital fluctuated between warrior and settler. Settler when chops were landing, warrior otherwise.
To follow this plan, you would need to do only very minimal scouting with your warrior as he'd be required at home but it is far more secure than it appears because chops are coming in so often than we could 1 turn a warrior at nearly any point if so required. I personally prefer this version but then i'm bound to be biased.
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Oh, to follow this up, I would be severely tempted to grow up to 5 on warriors before building/whipping another settler at size 5. (Alternative would be to build settler before whipping worker). I'm not as good at micro as some but that's a fairly standard opening for me. Get the snowball rolling!
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Kyan Wrote:Oh, to follow this up, I would be severely tempted to grow up to 5 on warriors before building/whipping another settler at size 5. (Alternative would be to build settler before whipping worker). I'm not as good at micro as some but that's a fairly standard opening for me. Get the snowball rolling!
You mean the 1st settler or the 2nd settler? I grew up to size 5 on my run, but I'm not sure that's right. I think a lot of it depends on what's at the 2nd city site. If it's got good stuff, then maybe we want to get that city up ASAP. If it's not that great and its best tiles are shared with the capital, then maybe we can delay it to make sure the capital is working its good tiles.
As for tech path, I agree - I'm not so sure about what's after Wheel. I could definitely be talked into Pottery, as well as AH (hoping for horse on that plains tile if it's not copper). Or Mysticism, since I do think that religion will be good in this game.
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I took your basic plan Kyan and managed to pop the settler out a turn earlier. The trade off is that I skipped the warrior entirely.
First worker pastured, then mined 1 turn, then chopped into 2nd worker (the delay was to time up with Fishing so the overflow would go into a workboat), then finished his mine. After that my next chop went into a work boat but the remaining 2 went into the settler. Wheel comes in just in time for the workers to road for the new city.
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Trading a warrior for a turn earlier second city looks great to me. I actually cant think of anyway we can optimise this further. We've already sacrificed everything non-economic haha.
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Nice work. I was also doing the mine / chop / mine trick that you mentioned to time it with Fishing.
What we need to do is figure out the odds of different resources appearing on different tiles to check the odds that our plains tile is horse / copper / something else / nothing. It's got to be somewhere in the map generator, right? I mean we always see certain bonuses always appearing on certain tiles, right? Like gold is always on plains or desert hills, or gems always on grass or grass hills.
Paging Dr. SevenSpirits....
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I think we probably should just run with the farmers gambit that seems the style here at RB, depending on who/when we meet as our neighbors.
Plus, as Kyan mentioned, we do have the option of diverting a chop into a warrior, if we really need to.
Another trick that we have up our sleeve is the declare war / immediately offer peace trick. We could do that if we see someone nearby, that way we're locked into the 10t peace. Of course, if it's Krill, he'll probably sense our weakness and not accept the peace
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