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Intersite Game - Turn Discussion Thread

I'm not arguing one way or the other but remember the 95% is a 1 in 20 chance of losing. Yes that carries more risk than a 1 in a 100 fight, but it still is very unlikely. Of course the 99% presents a much better opportunity to win and take zero damage in the bargain.
"We are open to all opinions as long as they are the same as ours."
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Assuming the 95% chance doesn't give us 2xp instead of the 1xp I'd say stay in place.
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It doesn't. To get 2xp on defense, you need to be down at 50% or worse.
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Turn 30 - 2800BC

I kept the warriors in place after the team discussion:

[Image: ISDG-93s.jpg]

In the end, it didn't seem worthwhile to move them somewhere else. If we're lucky, the panther will suicide on the interturn and our warrior will take minimal damage. We have 99.1% odds to win.

Workers finished the plains cottage this turn, and will finish the grassland cottage next turn. We move them out of our territory on T32. Settler due in three more turns.

[Image: ISDG-94s.jpg]

Almost nothing happened in the foreign Demographics. There were no score changes - no pop growths, no new techs, nothing. Two warriors were finished, and that was all. Note that the German team did found their second city last turn (T29) after I typed up the turn report. Mansa's Muse should be settled in four more turns if all goes according to plan.
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Good news: our warrior defended flawlessly against the barb panther:

[Image: ISDG-95s.jpg]

I plan to move the warrior one tile east this turn onto the plains hill, which will fogbust the forest tile north of the pigs. Let me know if anyone objects.
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Hmm, why not go further and move Xenu 33, so that it spawnbusts the tiles around the pigs as well? Less chance of something spawning there = less chance of something moving next to us when we have to guard the roading workers.
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Because when we move SE we'll expose the warrior for a turn on flat land.
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There's nothing that can attack us right now. The only possibility is a 2-mover, but wolves aren't dangerous to warriors and panthers spawn in the jungle (aka the opposite direction).

On the other hand, moving 3, 3 will help us expand our spawnbusting range, minimising the chances of any nasty surprises emerging from the southeast. It's a trade off, I think it could be worth it.
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Our workers move out of our borders next turn, Turn 32. We have no time to be running off to the southeast, even assuming that a barb unit doesn't appear out of the fog to attack.

I appreciate the comments, really I do, but you guys should take a look at the current micro plan first. It's edited into the first page of the micro thread. smile
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I see no better option than following the plan.

T31: Xenu 1E
T32: Xenu & Goldilocks 1S

Also, for those following along, we need a warrior in AO on T36 to avoid unrest. Our current micro plan has literally no margins: everything must go without a hitch or we'll delay either MM or our third city.
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