(October 6th, 2014, 13:18)The Black Sword Wrote: Quote:I see this has waken up the lurker thread after 2 weeks of inactivity, at least this incident made something happen in the game.
The first rule of lurker threads; they're never on topic.
Woo a second lurker!
Now onto the real stuff. Wow was not expecting that
. I was expecting them to have a fair bit of land to the east... Perhaps our iceball palace is nicer? Hard to say. But that does change things hugely... We can expect at least city 3 if not 2 by the copper. I really do not want to be hemmed in here. I doubt we will ever get open borders from them, and that choke point will be murder to attack, although if we beelined our UU cata we could probably take it, it would be a bloody war of attrition that would be hard to win.
They do have islands to the east of them though, and a very slim chance of something else being in the south I suppose. But now we know they do not have much I think we need to be extra aggressive here.
Good news on the western fish. We can have 3 semi productive cities there at least. Better than I initially thought. Now what he needs to find is some galleyable landmass to the west and we might be able to do an eco game... I'm hoping for some more fish next to the plains hill!
Bad news for Webb. Do you think it is worth sending him SW. I personally do not think so. We could eventually have a filler city right on the southernmost peak of the island there using the deer, a city on the wolf sign tile with sheep and one on the ice hill too perhaps, without any further map knowledge I think.
So at the moment moves are Ronaldo to make his way to the plains hill, Webb to clear the coast up to GJ and the worker following the micro plan.
What do you think Messi should do? I think GJ still realises that we wanted map information, especially with the way our scout has moved so I think his anger will dissipate shortly. If no warrior turns up I think best move would be west then south? Anything else without asking for peace now will likely piss him off moreso... Then we could ask for peace if nothing else shows up? Although we will need to be careful of doing that because if our scout gets teleported next to his warrior then he would easily be killed (I'm assuming he has a warrior, whoever plays next turn should take screenshots of the graphs)
However we could just go nuclear and move back to sit on a resource - part of me likes that idea a lot :P but I think that would lock war in for the foreseeable future.
I think if no warrior W then S, if a warrior comes from the south then we go W then N. If he comes from one of the western tiles then I am not so sure. Do we want to sacrifice Messi to be 100% certain that there is no southern land? I am about 98% convinced now. I think if he comes from the west we either move back out onto the pig if that will keep Messi safe or 1E of that if he appears on the hill. Then at the same time we offer peace so he can choose either getting the most out of his tiles or not having a 10 turn peace treaty...
As to settling, one thing that seems not to have crossed your mind is that if we take that copper, we will probably take his only source of copper. That is a big bonus. In fact maybe even skirmish winning. What we need to do is work out what he has teched - he started with mining, so has he gone down the BW route or the an hus route for chariots. If he has gone down that route we need to tile watch to see if one suddenly gains a hammer so we know he has horses. We currently have a pretty good view of all the tiles around there, but I think to see the hammer appear we need to know he owns that square from memory.
Secondly, we need to get the sandbox out and do a few things;
1) Test how expensive settling each city is. If it costs us like 5gpt there then we will kill our tech rate. If the difference between the 2 spots is only 1 or 2 gold then that isn't as bad.
2) See how long it takes to get the settler there in the sandbox
3) See if we can cover the settler from animals there in the sandbox.
4) Make sure we DO NOT lose hinduism or that plant will fail because we will not be able to pick up the bronze fast.
5) work out how best to develop it, and if it is viable to be able to be developed... It will be a fair way from worker support, although we could sail a workboat from the cap to there. Perhaps we could just dash our worker there with the settler, although that isn't efficient in worker turns.
6) Keep some decent C/D on them and check their power to make sure they don't put out many units
7) If they are stuck to archers and possibly HA then maybe we can get a quick kill with those new swords. Just did some testing and combat 1/CR1 have odds on fully fortified archers with CG1 on a flatland tile of around 60%... If they manage to get horse and tech to numids they may be able to fight their way out but vs spears and swords using defensive terrain we *should* prevail.
I can do some simming this week, I am off work so should have a bit of time
Now I type this as well it would be a good idea to check that they haven't met anyone else - with their EPs. I don't think there is another way of doing it is there?
Long message there - what do you think? I do believe if we can steal their copper with a hindu holy city then we can beat them fairly quickly in a duel. Unless they have easily accessible iron... But a build up and a race to put city 3 on there may be a good idea. Just have to be careful they don't settle one away from the copper, and hook it for a quick kill. Settling it as 3 would definitely make us work for the copper.