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RBPB4 Lurker Thread

Spoiler: this is my take on the challenge

I think it is impossible after how regoarrarr has played this out, without recalling that worker. You can try to get BW eot t50 to get 2 chops out of one worker, but I fall 11 hammers short. However, why not recall that worker after it mines the gold? That can chop the grass hill forest SW of the capital, and youc an put the second city onto an EXP worker while working a plains hill gold, which isn't the worst idea in the world, especially when the other option is building warriors/scouts than will drag down their tech rate and they already have warriors in place to defend the city.

Tech Wheel afterwards, and road down to join the cities, maybe even plan to use those 2 workers to road to city site number three after finishing the GLH. Or say screw it and try to maximise t58 benefits. but T57 without sacrificing worker turns isn't happening IMO
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Whoops, didn't realise that neither WK or Plako had the Wheel. I hadn't realised how screwed WK was, and how lucky Plako was with all his cities and relevant strategic resources connected by in-culture rivers. Still, is going for chariots a good call? Should WK have even bothered with animal husbandry? They can force out some spears, but I doubt they can do anything to pester backline cities what with the cultural borders and there's a vertical column of rough terrain that will slow chariots to a crawl.

My suspicion is that he should just do what single player AIs do, just spam hill archers until Plako's offence slows to a crawl, force a favourable peace deal, and try to recover by expanding to the north.
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That's about the limit of it. Archers are now a must for WK, but even if he started researching now he wouldn't get them in time to save his front city. It may, however, be enough to save his capital and/or copper city.

If I were Plako, I'd stop at Sparta and focus on recovery and getting hte western gold city up and running. Then grab the silver city, overlapping hte crabs with the gold city, and he is at 6 cities without pottery. He'll need to be really careful, but he can recover from that position pretty damned quickly if he spams out a few workers.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Krill Wrote:Spoiler: this is my take on the challenge

I think it is impossible after how regoarrarr has played this out, without recalling that worker. You can try to get BW eot t50 to get 2 chops out of one worker, but I fall 11 hammers short. However, why not recall that worker after it mines the gold? That can chop the grass hill forest SW of the capital, and youc an put the second city onto an EXP worker while working a plains hill gold, which isn't the worst idea in the world, especially when the other option is building warriors/scouts than will drag down their tech rate and they already have warriors in place to defend the city.

Tech Wheel afterwards, and road down to join the cities, maybe even plan to use those 2 workers to road to city site number three after finishing the GLH. Or say screw it and try to maximise t58 benefits. but T57 without sacrificing worker turns isn't happening IMO

I'm not ready to call it impossible yet. Bronze working must be researched before masonry (EDIT: And the gold mined before the corn is farmed), and the capital must build two workers asap which can start prechopping as soon as BW is in. Then time masonry and lighthouse so that you get max overflow into GLH. If you chop five forests (1 third ring) by EOT57 you're good to go. I think I was one worker turn short in my attempt, bringing the southern worker home fixes that. So maybe if squeezed it's possible without bringing that worker home.

[Image: Civ4ScreenShot0768.JPG]

If Regoarrar had researched BW before Sailing I think it would be possible.
I have to run.
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However, novice, it's likely now impossible, because on T42, Rego teched into Masonry, and didn't build a worker.

Their start has not been optimally played at all; among other problems, sinking over 100 beakers into BW and not finishing the tech, and being Exp with only one worker????
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My take on this:

WarriorKnight Wrote:BTW, I've been looking at the rules, could I get a clarification of what would happen in this situation?

Say I'm already moving in the second half of the turn. What if I want to declare on someone else? (let's just say gaspar since he's the only other team I've met so far) Rule 3 only covers someone else joining in a current war, but not if they get dragged in by someone in the war (being declared by the attacker isn't much of a problem though). Apparently I need to go first and declare within the first 6 hours, but I can't move anything until plako does his move, and he gets 12 hours to do that. Would that then turn into a 3 way split? Or would gaspar get the first half with plako after I've declared on him?

IMO, WK should be allowed to declare war during his half of the turn. The other player would then have the first half of the turn timer, same as plako. WK could be double-moved because of this (if the other player hadn't finished the current turn), but that's entirely under WK's control to prevent, so it's not an unbalancing issue.

Obviously, WK shouldn't lose the ability to declare war on people because he's in the 2nd half of the turn timer.
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An odd hypothetical, though perhaps he just wants to kill Gaspar's scout.
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Not if he expects it to be an AW situation in the near-term, which isn't a crazy assumption.
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Cyneheard interpreted it exactly how I would rule on it.

He only needs to declare during the first six hours of the turn timer. And Gaspar would take the first half the turn-timer.

The only other option would be to do a complicated 8-8-8 setup, but that seems unnecessary.
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We have one big difference:

You require him to click "Declare War" in the first 6 hours, I don't. Here's one reason why that makes a big difference:
If Gaspar, say, moves a scout into a threatening position on T60, with 12-18h left on the timer, WK can't counter that turn. He has to declare on T61. Gaspar then gets a turn to decide what to do about the scout (if, say, he saw an army that could kill it easily). I know that this type of thing came up in PB3, where I'd declare war on a target of opportunity that came up during that very turn. Tight restrictions on when someone can declare war are often necessary to prevent a double-move, but it means that WK is at a disadvantage against third parties because he always gives new entrants a turn to respond to his decision to fight.
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