So basically, compin moved forward with their cover promoted skirm, and a warrior, and murdered the cows i was murdering.. Then they moved one skirm back towards Mrs. Doubtfire. So i loaded up my worker into the galley and plan on starting the copper mine in 2 turns. After which, a couple axes should be able to prevent further pilliaging/ maybe even push them out. I also will be building a settler after the current archer in the cap. Got to get that pig/crab/gold city up and running, although i will be needing some of this excessive military to be over there spawn busting as i already saw my first barb warrior. Maybe i will get lucky and have a bunch of barb cities to conquer to get back in the game? LOL.. Yeah right. Turn 0 losses are always fun right? Right? People already have their 3rd city planted and are so far ahead from where i am that its kinda sad. ONLY hope is to nab the key water wonders, but being this far behind isnt looking great for even landing one of those, specially with things like that random 3500 bc stonehedge? yeah... Maybe i can get my enjoyment out of this by at least being a big enough pita to Commodore and Pindicator that they concede ?
Wonder if a pitboss wide rule of no war declared before turn 50 would solve anything.. One can dream.
( and yes i understand im a bit hypocritical about the early warfare due to previous games.. but hey, isnt everyone a bit of a hypocrite at times? )
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Compin has decided to split up his warrior/skirm pair, with the warrior gunning ( i assume ) for the pigs, and the skirm either trying to pin down archers in my 2nd city, or he might try and take out my warrior guarding my ivory. Warrior has 25% fortify, and its forested, so just spitballing math compin gets 70% chance on attack? I really need to test that out in world builder, but im willing to bet he smashes into it next, he loses little if he loses the skirm to the warrior, and gains massively if it wins. 1 skirm is bad enough to deal with at this stage of the game. My next settler will be heading towards the mainland crab/hill location with 1 archer + another archer ferried over eventually. After that, unless i get a wild hair up my ass.. the plan is simply; Cede the rest of the mainland to compin unless it looks like i can actually settle and defend it. There is a HUGE either island or another mainland with my eyes all over it to the west, eyeballing a good couple of cities already and maybe i can just outproduce him, and ferry defense forces over to protect the cap?
Also, question for Chumchu. What do you think about ( if we get the skirms out of the border/ect ) building the Great Lighthouse in our copper city? It does paint a HUGE target on that city, but if we can secure the area... its got plenty of forests to chop! I need to find one of those bulbing charts, maybe there is a nice way to bulb longbows? I just figure our only way back into the pack is with TGLH+ cothons for insane commerce potential? Maybe try and rule the seas? Now i gotta run sims of how many swords per skirmisher defending a city off of a galley.. Soo many ideas My PTSD from gamespy lobbies is kicking into high gear, not gonna suffer the same fate again! Let the long term planning begin, Compin.. May the odds be ever in your favor..
Demos-
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Situation-
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Also, unless i get stupid bad luck.. 2 warriors should beat 1 warrior on a normal hill?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
About TGLH in Mrs doubtfire. If we are going to get it that city is probably our best bet for it.
However, if we build it on the mainland, we must commit to defending it as long as possible. It is a really big cost at the moment when we need every hammer for settlers, workers, units. The payoff is long term. When we have enough hammers but too little commerce and the trade routes are worth more (when we have cothons and international trade and cities are bigger).
Stunting our growth for TGLH only to have it taken away by compin is the worst possible outcome. I think we want to settle a defensive perimeter around doubtfire to prevent that.
I took a peek. We should try to get wheat, pig, stone city if we can. Together with clam city and one in the middle of those two that is about what we can get on the mainland. Horseback riding and later feudalism looks good defensively. We are hoping for them to have someone like gavagai in their back at this point.
(November 22nd, 2018, 13:01)chumchu Wrote: I took a peek. We should try to get wheat, pig, stone city if we can. Together with clam city and one in the middle of those two that is about what we can get on the mainland. Horseback riding and later feudalism looks good defensively. We are hoping for them to have someone like gavagai in their back at this point.
Yeah, im hoping to grab the wheat/pig/stone site but with our luck ( they JUST settled the corn in the south screwing the plains hill crab/corn city.. ) im doubtful that we will get it, maybe 2 archers + an axe for an escort for that city? Top priority is Border security -TGLH - causing them pain - winning. In that order currently.
Well, i took the gamble with the combat 1 warrior first, incase we got lucky with 30% chance + promo.. and nope. So i attacked and won flawlessly with the 2nd warrior. Compin moved the promoted skirm onto the destroyed cow, so i fortified the archer that popped from the cap, and decided to move the warrior from the ivory into the cap as i will simply not risk ANY chance of losing the cap as the moral boost that they would get would be unacceptable. Im willing to bet they move the skirm to the west, and then to burn the pigs. I cant stop the burning of the pigs, but i can give them a choice.. I will be moving the victorious warrior to the forest hill to the north/west of the skirms current location, ( if they dont move there ) to give them the chance to kill it across a river into a forested hill.. Doubtful they will take that, and if they move to the hill ill just move the warrior onto flatland to the north of the cap.. there is frankly, no way they wont take some sort of damage from an attack on the warrior from across river ( at least i hope ) so i should be able to punish that sort of move by attacking with the warrior/archer pair from the cap. Victory will be ours!
Demos-
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Victory-
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Ignore my new city? sign, as i rushed and thought i could build a city there...-
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"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(November 23rd, 2018, 07:23)chumchu Wrote: I agree that it should come after axes.
We should probably have 1 hammer invested in an archer in the capitol if we do not have it yet. In case of emergency.
What is the tech to enable underwater cities? I can't remember it right now. It would be really useful in our position =)
Getting that hammer(s) invested into an archer this turn, incase the skirmisher moves to try and take the cap. Compin moved their skirmisher with the cover promotion back into the forest 2E of the cap. I decided to move our cap archer into the ivory forest, as it should be defensible or at least highly damage the skirmisher if he tries it.. So long as i dont need to whip the archer next turn, we are roughly 7 turns from our next settler as i dont believe we will be able to chop, and whipping isn't preferable atm.. Plus im hoping compin does more of a contain strategy rather than trying to screw with the micro.. got 2 turns till copper is online, and if i see another skirmisher pop up ill probably whip an axe or two to prevent loss of resources. Maybe we have horses in the cap's BFC? That still i dont think would tempt me to go HBR...yet. We need to get out of this eco slum that we are clearly in.. especially if you look at the score.. people plopping down 3-4 cities? we wont have 4 cities till like turn 60 at this rate and thats just painful. Maybe, Settler-archer-worker-galley-settler- Archer from other cities- settler-worker-worker from the cap? Unless Compin backs out of our area.. im thinking less and less of our chances in this field at any wonders that are worth a shit. According to the EP spending unless Compin are doing something weird, they havent met anyone else either. So while id really love to chop the GLH in Mrs.Doubtfire.. The chances of Compin leaving us alone enough to do that without building 2 archer per forest.. is basically null. If we cant find a REALLY nice island city with tons of forests to chop TGLH out of, maybe we just beeline Cothons and spam settle the seas while teching something douche like longbows? Maybe pull some sorta M.A.D. pact out of our asses if we can get out of dead last? Im sure Compin doesnt want to just play this game knowing they have no chance at a victory.. unless they are assuming they can end us soon? Ill have to watch civstats and the power bar to make sure they arent spiking.. Also dominance of the seas is high priority.
SIDE NOTE- Any lurkers have an RTR compatible bulb guide?
Might go for early astro? Threaten everyone with a shit load of swords and no one able to touch our islands? Maybe ill play some more games vs AI to knock some rust off of naval warfare..
Demos-
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Overview-
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"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Well, it looks like we are in for some rough weather.. Compin just wont let up so i had to swap the settler over to an axe, moved the ivory archer towards the copper city, and moved an archer from the city to protect the copper mine. I messed up a little on micro i think, as i likely should have moved the archer to the forest next to the copper first, as the copper isnt in danger Yet, and i didnt want to cede the forest hill that our other archer is on yet. I suspect Metal units will be coming, unless he also hooked up horses. But im betting that until HBR, he wont be using any horse based units as his skirms are clearly superior.
I say all this based on this info: Rival best power was below us for the last 10 turns or so, with us being #1 by a fair margin. The power graph shows Compin rising in power pretty quickly, meaning they must have used chops on units instead of eco.. which, if we can hold out and survive this, is GREAT for us. However, we might have to kiss our chances at more mainland cities goodbye since they are pushing units so hard. Other than protecting cities, #1 priority has got to be keeping the copper online. So whipping the axe in the cap next turn, will try and ferry it over to the copper.. If i hadnt made that mistake with moving the archer to the copper first... we could have kept units in the forest next to the copper to MAKE them attack across a river to get to the copper OR take out the units in the forest, now its easy peasy for them.. God Damnit.
Im thinking, Axe-Archer-Axe-Archer-finish settler? Getting that island territory going early was the plan, but sadly, making sure they dont get an easy meal trumps that.
Demos-
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Power-
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Workboat found silver+ fish.
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I apparently didnt get a screenshot of the current layout of units around Mrs.Doubtfire, but basically, Compin have 2 skirms north of Doubtfire, one skirm coming SE of the forest next to the copper, and we moved a archer into the forest NW of the city. THIS is the reason i play this game and try and enter all the pitbosses, the sheer number of different things that can happen in a pitboss make the game so re-playable vs single player where you just tech HBR and win.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
First off, i want to slap myself for thinking that archers, even when fortified had any chance vs skirms. Second, i want to pre-congrats Compin on winning the duel. Third, i want to kindly ask the mapmakers.. no more duel islands please? ( im in firm belief that its a 2 person island, as last i checked Compin STILL haven't met anyone else meaning they will eventually profit very much from this balls to the walls skirm rush. Now, i made some mistakes.. the biggest one is likely not just settling ON the copper since he choked the two hills. However, i still was in the belief at that time that there HAD to be someone nearby that could punish Compin for the huge amount of aggression. Im now in the process of thinking how best to be annoying. I switched the cap to a settler since there isnt a chance in hell that he wont smash the copper his half of the turn, and i plan on hoping to land the axe next turn in Doubtfire to prevent it from falling if he doesnt get stupid combat luck again. IF he ends up having another like, 2+ units next to the city next turn ill just use the axe to take the new barb city that screws with my pig/gold/crab city. ( its got crab-crab-crab-pig... so not bad, and i dont REALLY need the gold if i dont have any hope nor prayer of winning now. ) From there, i just build archers in the cap and ferry what i dont need over to the "new" cap that will be the crab city. From THERE, i just spam archers/workers/settlers + some galleys to hopefully keep him from ferrying over his shit.
Lastly, i want to apologize to you Chumchu, as i was hoping to get to use Spiritual to some extent and was looking forward to having a dedlurker around to help micro ect.
Demos-
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Barb city-
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80% odds on fortified archers... fucking flatland-
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welcome to the party!-
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"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.