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[SPOILERS] Dazed and scooter play Stalin of Vikings and make a big mess

Is it just me, or is this game really turning me off to even the concept of AI diplo? You're still reliant on opponents to help you, but you don't have any idea what they're telling you, or if they understand what they're telling them :/
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Cheater Hater Wrote:Is it just me, or is this game really turning me off to even the concept of AI diplo? You're still reliant on opponents to help you, but you don't have any idea what they're telling you, or if they understand what they're telling them :/

Personally, I actually love it. It's not for everyone though.
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Ok, the setup first:

[Image: t208_north_setup.JPG]

South:

[Image: t208_southsetup.JPG]

His capital garrison:

[Image: t208_cap.JPG]

Longbow is the only real unit there. Vultures will get destroyed by the Rifles.
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Alright. So I log in to play the attack (carefully playing before Brick both times so as not to double move):

[Image: t209_attack.JPG]

He emptied it out. I wasn't expecting that to be honest given it's on a hill and behind a wall and all that, but it's not a bad idea given that I can just sit here and not get attacked. I took it and looked inside:

[Image: t209_incity.JPG]

Wow was this was ever tempting to keep. However, I need all my units to take down his cap, and I can't afford to leave this empty and tempting him to try to retake it. So I burned it. South:

[Image: t209_odds.JPG]

Dropped off a unit to see what the scenario is. Rifle on a hill will own anything he can send at me. There's all the units he withdrew. I could raze Bermuda Grass really easily, but since it's sz1 it's not a whip threat, so I'll get it in a couple turns. I have more units coming so it'll be easy to grab Bermuda Grass. I went ahead and dropped off the rest. I logged out and then Brick played. I logged in after to see what he did:

[Image: t209_cat_attack.JPG]

Attacked with 4 cats and then saw he had terrible odds. It lowered my Rifles to 10 health and not 14, but 14 health Rifles on hills across a river will just slaughter anything he could send at me. So I don't think this did all that much. FInal setup:

[Image: t209_final_after_brick.JPG]

The tough units here are the CG longbows. Unfortunately I'm just noticing I screwed up the pastes and it covered up the odds... but what it would show is my wounded Rifles against a CG1 longbow on a hill in the city is still 59% odds. My full strength Rifles should get around 70, and after the longbows it'll all be very good odds. Every single one of these Rifles are upgrades by the way, I have yet to actually build a Rifle. Though it should be obvious by the amphibious promotions. These have also all come from my core cities. This is why my empire sucks so so badly - my island cities aren't even strong enough to supply the Zerks.

We'll see how this goes. Nice to have his catapults out of the way at least. Gotta love 4 move galleys, I'll pick up more units next turn, though some of them will be quicker to walk through land.


After thinking about it, I think brick was wise to empty out that north city. The capital will be tougher to take, whereas if he had defended both they would've both been easy kills. Main reason is that the longbows still give sketchy-ish odds, whereas the other units don't... So might as well concentrate them in one place.
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Hey, you finally got that floodplains village!
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Seems like now would be a good time to pop Astronomy from a hut.
I have to run.
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novice Wrote:Seems like now would be a good time to pop Astronomy from a hut.

I'll get right on that. wink



In foreign news, Krill gave Brick some tech and I'm like 99% sure it's gunpowder without even logging in. Also, Pindicator traded techs with Krill again because he and regoarrarr are unfamiliar with the concepts of "strategy" and "winning" and all that. Just another day in the life of PB5. duh
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Snark aside, I really would like to know their thought process here. Are they actually under the delusion that they can beat Krill without isolating him? Are they really that naive? Have they SEEN his land? Do they think I'm the one on the mainland and Krill is the one on craphole island..? That seems to be the most likely reason for all this.

Edit: ok maybe "snark aside" wasn't an accurate way to lead off this post lol
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More snark please!

You have a habit of underestimating your position - is there a chance that you are the run away leader and just don't realise?
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Old Harry Wrote:More snark please!

You have a habit of underestimating your position - is there a chance that you are the run away leader and just don't realise?

If this was NTT, definitely. However, my tech lead is almost gone already because techs are changing hands literally every turn. The advanced costs in RB Mod make this worse too. I think if anyone took a good look at my land and thought about the new metagame in post-TT post-brokering world we live in, they'd known I'm an also-ran. My production is a joke right now - winning is really not possible for me. My ceiling is wrecking somebody else's game. wink
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