As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Intersite Game - Turn Discussion Thread

Obvious solution: kill Sommerswerd with War Chariots. wink
Reply

The first 50 turns of the game are about what you're doing, not what anyone else is doing. The key objective is to get off to the fastest growth curve possible. Everything else will flow from there. We've already simmed out a disgustingly good opening. We will have 50+ GNP on Turn 40 (!!!) with outstanding food and production to boot. I'm sure as hell not deviating from that just so we can build some warriors to possibly find someone in the fog and maybe work out a deal that might help us later on. Bah!

Make them react to our moves, not vice versa. [Image: wink.gif]
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

Not saying we should rush out scouting units. What I am saying we should have scouting units out in a decent time-frame to make contact because diplomacy is an important part of this game.
Reply

Great, here's the current plan. Tell us where you think we should change something to get out scouting units sooner:


Option: 1W of Corn, SevenSpirits's SevenSpirits variant

Simmed: to T40

Settle: Banana

Tech: Hunting (T8) -> Pottery (T20) -> Mining (T28) -> Bronze Working (T39) -> Animal Husbandry
(Note: Run 0% tech on T33 and T39)

Adventure One (T0): Worker (T10) -> Warrior (T18) -> Worker (T23) -> Settler (T31) -> Warrior to 14h eoT34 -> T35 Granary to 12h eoT38 -> Warrior to 17h T39 -> Settler

Mansa's Muse (T33): Granary to 12h eoT36 -> T37 Worker

Worker 1 (T10): Move NW and Farm Corn (T10-T14), Move NE and road (T15), Move E-SE onto deer (T16), camp deer (T17-20), Move S and cottage grass (T21), Move SW and road (T22), move SW and cottage floodplains (T23-25), Move E and cottage floodplains (T26-27), Move N and cottage (T28-29), Move NE and cottage grassland river (T30-31), Move NE and road (T32), Move NE-E and farm corn (T33-34), Move N (T35), Mine gold (T36-37), Move W (T38), Chop (T39-41)

Worker 2 (T23): Move SE and road (T23), Move SW and cottage floodplains (T24-25), Move E and cottage floodplains (T26-28), Move N and cottage (T29-30), Move NE and cottage grassland river (T31), Move NE and road (T32), Move NE-E and farm corn (T33-35), Move N (T36), Mine gold (T37-38), Move SW-SW and cottage (T40), Move SW and road (T40)


Settler (T31): Move E-E (T31), Move NE-NE (T32), settle (T33)

Adventure One (T0)
Citizen 1 (T0): plains-forest-hill (T0-T9) -> deer (T10-13) -> Corn farm (T14-)
Citizen 2 (T15): deer (T15-19) -> Deer camp (T20-T32), floodplains cottage (T33-)
Citizen 3 (T18): plains forest hill (T18-21), floodplains (T22-24), floodplains cottage (T25-)
Citizen 4 (T34): grassland cottage (T34), Deer camp (T35-36), grassland cottage (T37), Deer camp (T38- )
Citizen 5 (T37): plains cottage (T37- )
Citizen 6 (T39): grassland cottage (T39-)

Mansa's Muse (T33)
Citizen 1 (T33): Deer camp (T33-34), Corn farm (T35- )
Citizen 2 (T37): Deer camp (T37), Gold mine (T38- )

[Image: g1simt40_2.jpg]


Let me know where you would change something to get out scouting units sooner. The current plan has them coming out shortly after Turn 40, when we hook up copper or horses (depending on where they appear).
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

Can we change the micro plan so the Germans and WPC ends their turns?

I'm considering whether to send out our T18 warrior to do some limited scouting, but we'd have to be real careful with the unit. I'm thinking 3SW (to T20), then NE-4E-SE (to T26), then NW-3N-NE-E (to T32). That would leave our warrior on defensive terrain the entire time, would let us give basic scouting of our south, and allows the warrior back on the MM spot on T32 when the settler and workers needs an escort.
Reply

Do we need risking the warrior for scouting, though?
What is the benefit of revealing these additional tiles if we are set on MM and are not even close to send out the 3rd settler.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
Reply

By hitting those two tiles 3SE/SW of our capital, we unfog around 20-25 tiles. T18-T32 is the only real scouting time we have before we get our second settler - we will only get our second warrior T39. Right now, the only good decent spots I can see for our second city is by the pigs, down on the floodplain river mouth, and by the fish and silk, but all of those spots have lots and lots of fog. And we want to be able to claim either horses or copper with our third city.

OTOH, losing our T18 warrior would be a huge setback - much worse than losing our original warrior was.
Reply

kjn Wrote:I'm considering whether to send out our T18 warrior to do some limited scouting, but we'd have to be real careful with the unit. I'm thinking 3SW (to T20), then NE-4E-SE (to T26), then NW-3N-NE-E (to T32). That would leave our warrior on defensive terrain the entire time, would let us give basic scouting of our south, and allows the warrior back on the MM spot on T32 when the settler and workers needs an escort.

This sounds pretty safe against barb animals. I think we should use it as a temporary plan subject to revision as needed. We will get some warning against barbs due to sight from cultural borders as well.

Agree about the slowness of these other teams. Even though there is literally nothing to do, they will take the full 48 hours. rolleye It's a sign that they have not done the proper planning ahead of time. Nothing to be done except have patience. It will pick up in time.
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

What turn do real barb units that enter borders start showing up on emperor? Remember that immediately after the new city is settled our lone warrior will need to head back to our capital to avoid unhappiness when it grows to size 5 on t37.
Reply

Barb behaviour
Reply



Forum Jump: