December 16th, 2014, 23:22
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Which axe are you referring to me whipping--the one in Prague? I assume that would go into the monument to finish it (and then likely move to a Granary, then more military)
Anyway, I checked CivStats and saw that johns's score increased twice without any loss on our part (meaning he founded two cities), so I went in to check what happened and possibly make changes (assuming johns couldn't have declared war). However, what I saw shocked me...
You found (presumably, though one could possibly be a barb city I guess? When do they start spawning, and could it have grown to size 2 by this turn?) two cities, including one near my border, then declare? Obviously that means I couldn't make any changes because of the turn split (and also shouldn't have logged in, but can you blame me for assuming johns didn't declare based on CivStats?), but obviously I need to go back into war mode next turn. But wait--where's Blondie?
Sometimes it's better to be lucky than good
So obviously Prague and Rillanon switch to axes next turn, and maybe Bas-Tyra as well? Bas-Tyra really wants to be building food-hammer units, since it's ramming the happy cap at the moment--maybe the plan is to let it grow into unhappiness, then use that to 2-pop whip something (a Granary I guess? Maybe a Barracks, since it has so many hammers?)? How bad is it to let cities grow into unhappiness in the early game? Unless another unit shows up at Aachen in the next couple turns (considering johns has used a lot of hammers on those settlers and likely needs units to defend those cities, it doesn't seem likely), I should get the whip done before johns can finish off all my warriors (and that's ignoring my super-warrior--how much experience is that? Can it get to 5 XP so it can promote to C1 Shock?), which should end this attack for the moment.
Should I offer flat peace this turn? Or heck, do we take advantage of johns's close city, build a couple axes of our own, and try to take/burn it? That can't be right, can it?
December 17th, 2014, 02:30
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Nice luck and Obvivously Johns should have declared last turn. No idea what was he thinking delaying things 1 turn. Maybe it was a misclick. Make sure you get couple of Axes in the frontline city ASAP and you should do fine. You need also spear at some point there. Also good idea to build extra axe to be used to protect your further settlements. No need to take risks with your new cities .
No harm asking for peace now. Hes hould accepts unless he has reinforcements coming.
December 17th, 2014, 14:47
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T54 Report:
First, an annoying note--johns offered me straight peace (which apparently happened after I did that check-in last night), and I was obviously going to accept, but I crashed out right as I logged in, and the offer was gone when I came back. I offered straight peace again, and I/someone needs to log in whenever johns plays (and presumably accepts) to switch back to working the forest where the Impi is (instead of a normal grassland ). Anyway, onto the normal report:
Suddenly there are a bunch of axes being produced--I wonder why?
I am building a settler in Bas-Tyra--I guess it's heading to the site 1W of Dot 4? I still don't know how much of a priority that site should be--maybe something in the SE is good? I still don't know how much I should be balancing good city sites versus expansion.
Not much changed in the demos/graphs, except that we lost Whosit's--I'm focusing on getting johns's graphs first, then I'll go back to Whosit.
I really need to actually make a dotmap soon, but I just don't have the ambition, and want to know the balance between good sites/expansion first.
December 18th, 2014, 14:16
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Things are still boring--I might get a report done later, but until then I put the pictures here. Ask if you have any questions (or any opinions on the last report that still didn't get any responses ).
December 18th, 2014, 14:29
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1W of Dot 4 is in the water. Do you mean the "x?" signpost out that way? If so, make sure you have an axe to take with you to prevent any barb adventuring, or interference by another player.
December 18th, 2014, 20:56
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(December 18th, 2014, 14:29)Boldly Going Nowhere Wrote: 1W of Dot 4 is in the water. Do you mean the "x?" signpost out that way? If so, make sure you have an axe to take with you to prevent any barb adventuring, or interference by another player. I meant Dot 5--the National Epic city we've been discussing. That's why I need to get the ambition to make a new dotmap
December 19th, 2014, 14:09
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Really interesting turn today--johns being way too reckless, we need to choose a new tech (even if we don't start it yet), and something that's almost certainly a bug in RtR Mod! Unfortunately my time is a little short at the moment, so the pics are here--see if you can figure out what the possible bug is without me telling you
December 19th, 2014, 15:29
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I noticed he still has impis laying around but we have enforced peace still, right? I didn't notice a bug but these things are usually easier to spot in game.
What are you thinking for next tech?
December 19th, 2014, 17:17
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Wait, why do we have melee on our axe? And what is the deal on the invading barb? You should move the warrior out of the capital and hope to entice the barb to attack you on the forest so you don't lose the mine. You should have seen this barb coming for at least two turns. Why didn't you move a warrior out of the capital to prevent the barb getting on the hill? Never let the barbs have a chance to pillage your tiles if you can help it. You should have enough military to prevent this from happening. I logged in to look around but didn't move anything so you should log back in to take a look and decide what to do.
December 19th, 2014, 20:14
(This post was last modified: December 19th, 2014, 20:25 by Cheater Hater.)
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T56 Report:
Yes, leaving your border cities completely undefended isn't quite as bad when you have Impis, but I still don't think it's quite a good idea. It's still weird that johns is so close in both the north and the south--is Torusworld always this narrow?
I don't know what I should do about that barb--I don't like the idea of moving a warrior outside the capital, since the capital only has the one warrior in it (all the others headed north and haven't come back yet, or are scouting and/or getting ready to settle the new city. If the warrior pillages my mine (is it guaranteed? I don't know how barbs' AI works), then oh well, I guess--my axe can kill him soon.
BGN hit it right on the head--why does our axe have Shock? My guess is that when Krill tried to remove the "Axes get Shock" event (because it's too powerful), it somehow became part of the "Melee units get Cover" event. I don't blame Krill (and the other testers), since events are inherently random--I wouldn't be surprised if this is the first time the "Melee units get Cover" event has been triggered in an RB game with RTR mod (or in any game for that matter). Heck, is this worth intervening over, since this is a significant advantage (Axes with both Cover and Shock from one event)?
Tech I'm not sure about--Fishing is the easiest choice if I'm settling Dot 5 (the National Epic city) first, though I don't know how much that city needs Fishing (not until after the borders pop I think; it steals Bas-Tyra's rice when it's founded). Other than that, what's really needed--Meditation for a Monastery (and Missionaries to pop borders)? AH for Horses? Priesthood for an Oracle run? Everything else being equal I think Fishing is fine (though I won't start it for a couple turns; it was 4 turns at 50%, meaning I can save for 2 turns then run 2 turns at 100% and that should work, assuming the new city doesn't drastically change the math).
Not much new here--GNP obviously tanked since I'm working a non-arrow tech at 0%, but everything else is good.
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