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RBP3 [SPOILERS] - Friendly Kittens (Ragnar of Maya)

Eh - I should have made it clear which tile I was talking about and that Pride Rock would have to borrow it from Temminck. It's also the kind of mistake I make all the time in actually BUILDING the microplans, causing me endless frustration as I have to replay the sim and get it right. Like I said, I think we can work around it. [EDIT: Annnnd yes, we can. Math will not be delayed. We won't be totally defenseless. We'll be fine. Don't stress over it.] I'm currently assuming we will NOT whip the granary, but it'll be complete almost as soon anyway - there are other problems, but it's not going to make or break our civ. India's decision on what to do about our peace proposal, and about Exploit? Now, THAT could make or break our civ.

In hindsight, if we'd only had time to think it through and work it out, what Maniac and I wanted to do (out of character) was also the best bet for our civ and for Heracles/CANTERS. It just took me too long to find out what was really going on, and it took the DJs too long to send us diplo messages. (Also, some of our allies were impatient, but those are the breaks.) In the end, it probably just came down to the fact that we met at the end of the work week. I'll try and post the full Maya-India correspondence with notes (to the extent it hasn't been annotated by stuff upthread and in the e-mails themselves already) ... when I can. It's a busy weekend; sorry.
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Still working on the new plan. I think it's going to be fine, barring war. We're now (I changed things a bit) working the tiles I think we want to work this turn. The worker actions are the same as in the microplan, assuming no hostiles:

Chmeee moves 1N to the copper and roads.

Toulouse roads; road complete.

Marie cottages; Berlioz moves 1N to her tile and cottages.

Duchess moves 2SW-1S to the floodplains cottage.

The city builds should remain the way I left them - NOT according to the page 1 microplan.

Yalara should move 1E to flatland (there should still be a mountain just south of her) unless we find we're in contact with Krill or see someone's unit or something.

Prrsha should move 1W, continuing in the direction she went last time, in what we're told is Carthage's general direction.

Bhurak Starkiller should probably be moved LAST. You might want to ask Exploit what he wants done with that unit. BHURAK'S MOST IMPORTANT MISSION RIGHT NOW IS TO ENSURE EXPLOIT IS SAFE! I realize it's really annoying to have to do what Exploit wants with him. But we're playing a game of GiantAllianceCiv, and we can't afford for one of our best techers to get eaten. Even if the whole reason he might get eaten is that he's said mean things to his neighbors and probably told them too much while he was at it and didn't plan an adequate/workable defense when he realized he was in danger. I'd honestly be okay with gifting Bhurak to him if necessary (but not with that name; it's proprietary - Bhurak is a Kilrathi fighter ace, not a tech peddler's lackey). I just suspect we'd protect him better than he would protect himself, if only because we'd necessarily be talking to him about his defenses, thereby forcing him to think about them (and contributing our own ideas). Bhurak should NOT spend this turn healing. He's way out of position. We need to get him to a more appropriate spot before we heal him.

Unless an enemy unit appears someplace (in which case EVERYTHING may change) Dralthi just finishes healing.

Krant (the chariot just finished in Pride Rock) is meant to be the city garrison until we can get a more appropriate one. It needs to be IN the city by next turn to prevent it from being unhappy. It's probably fine to leave him there now too. (If you do move Krant, be careful; be aware of the road and river-crossing situation. There are places it can move this turn from which, non-intuitively, he can't get back in one turn.)

AND FINALLY: This might change (in theory). I'm still working on it. Maniac's going to give it a try too. We'll see.

Okay, I lied: THIS is the FINALLY: All this stuff is optional, like everything else I suggest or advise. I know we've been sticking to my microplans very closely because ... you know ... they're the only one anyone's posted. But in the end, it's your team, Cull. No matter how closely involved I've been, I'm still just a lurker/advisor/apparently-not-so-occasional sub. I don't want to dictate team policy just because I've been simming things out in a sandbox. (BTW, have you played around with the sandbox I sent you a few turns back? If you want, I can send you an up-to-date-ish one too.)
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It does look like it's going to work out ok... Not as well as it might have, but far less bad than I originally thought... sorry if I got a little overzealous.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

You know this might have been a good thing in the long run...

Have you considered whipping a library in the capital? Yes, I know it leaves us vulnerable to attack, but, where's the attack coming from in the short term? We can whip the library and STILL have math on time...
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

Maniac Marshall Wrote:You know this might have been a good thing in the long run...

Have you considered whipping a library in the capital? Yes, I know it leaves us vulnerable to attack, but, where's the attack coming from in the short term? We can whip the library and STILL have math on time...
Thought about it, but haven't had time to sim it. We wouldn't do it for a few turns yet, right?

By the way: Why in the name of Peter Durham Scott do our allies insist on antagonizing important members of the CAN? (And by "our allies," I obviously mean "Spectres and TP") Do they WANT the alliance structure to last indefinitely (or until we CANTERS are all dead)? Do they WANT to encourage the other side to use the advantages they have now before we can obviate any of them?

Also, who in their right mind antagonizes Krill on purpose in a game of civ?

(sigh.....)

Not at a civ computer, so I couldn't play the turn even if we knew what we were doing for sure. I'll have access before the turn rolls, with at least some time for discussion though.
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I have a suggested micro plan nearly done. give me a few moments.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

Turn 67 Research off
Fierias works Corn + Sheep + Mine + Mine + Cottage - Builds Barracks
Pride Rock works Cows + Horses + Shared Cottage - Builds Grainery
Temmink works Copper + Southern Cottage - Builds Grainery
Chimeee moves 1N to the Copper and roads (complete)
Toulouse roads on the Gold (cpmplete)
Marie cottages
Berlioz moves 1W and cottages
Dutchess moves 1S to Berlioz and cottages

Turn 68 Research 100%
Fierias works Corn + Sheep + Mine + Cottage + Cottage - Barracks complete, builds library
Pride Rock grows to size 4 works Cows + Horses + Farm + Shared Cottage
Temminck works Copper + Southern Cottage
Chimeee and Toulouse mine gold (cancel orders)
Marie cottages
Berlioz and Dutchess finish cottage.

Turn 69 Fierias grows to size 6, would be unhappy but...whips library for 3 pop Works Corn + Sheep + SW Cottage
Pride Rock works Cows + Horses + Farm + Shared Cottage
Teminck works copper + southern cottage + flood plain
Chmeee and Toulouse mine gold
Marie cottages
Toulouse and Berlioz move W-SW and cottage


Turn 70 Fierias completes library, overflows into an axeman, works Corn + Sheep + SW Cottage - Note, the axeman can be completed in 2 turns if needed by working the mines. Only do this if you have to though!
Pride Rock works Cows + Horses + Farm + New cottage just completed.
Teminck Works Shared Cottage + Southern Cottage + Gold Mine
Chimeee mines. Gold Mine completed.
Toulouse moves moves 1E to a flood plain, cottages and cancels.
Marie Cottages (Complete)
Berlioz and Dutchess finish cottage.

Turn 71 ASSUMING WE GET IRON WORKING AND HUNTING THIS TURN
Fierias grows to size 4 - Works Corn + Sheep + SW Cottage + S Cottage
Pride Rock finishes Grainery, starts holkan - Whips Holkan. Works Cows + Farm
Temminck works Shared Cottage + Southern Cottage + Gold Mine
Marie Moves to the Corn, roads, and cancels
Toulouse moves E-SE to the Rice.
Berlioz moves to the corn
Dutchess moves 1S to the Flood Plain Cottage, roads.
Chimeee moves 1W to the flood plain and cottages. Cottage complete.

Turn 72 Fierias - Works Corn + Sheep + SW Cottage + S Cottage
Pride Rock Finishes Holkan, grows to size 3, starts barracks, Works Cows + Shared Cottage + Farm
Temminck works Southern Cottage + New Southern Cottage + Gold Mine
Berlioz and Marie move to the silver
Dutchess roads. Road complete.
Chimeee Cottages. (complete)
Toulouse Farms the Rice.

Turn 73 Fierias grows to size 5 - Works Corn + Sheep + SW Cottage + S Cottage + E Cottage
Pride Rock Works Cows + Shared Cottage + Farm
Temminck works Southern Cottages + gold mine
Berlioz and Marie Mine the Silver
Dutchess moves 2N to a grassland hill - NOTE If you have something better for Dutchess to do, go for it.
Chimee and Toulouse Farm the Rice.

Turn 74 Fierias Works Corn + Sheep + SW Cottage + S Cottage + E Cottage - Builds Settler (To avoid growth) Axeman on hold.
Pride Rock works Cows + Shared Cottage + Grass Cottage
Temminck completes grainery starts? Library? Barracks? Don't think we can decide yet.
Berlioz and Marie Mine the Silver
Dutchess mines the hill
Chimee and Toulouse Farm the Rice.

Turn 75 Fierias Works Corn + Sheep + SW Cottage + S Cottage + E Cottage - Builds Settler (To avoid growth)
Pride Rock grows to Size 4 works Cows + Shared Cottage + horses + Farm
Teminck works southern cottages + gold mine
Berlioz and Marie Mine the Silver
Dutchess mines the hill
Chimee and Toulouse Farm the Rice.

Turn 76 Math completes - Research to 0 (Trust me, it does. Keep in mind we have 7 more coins than the sandbox knows about. Yes, it's THAT close!)
General instructions only!
Fierias switches to hammers, fishishes the axe, grows, and can whip a settler in short order.
Pride Rock can, if needed, whip a Spear/Axe pair
Temminck does its thing
The Silver Mine completes.
Dutchess mine the hll.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

Glancing at the microplan, it mostly looks good. I'll review it in more depth in a minute. Couple issues with T71:

1) You can't whip a Holkan from scratch at size 4. Nor would we want to. Is there something here I'm missing?

2) The sandbox DOES know there's a 1t road on the shared cottage. FP = desert = 3t required for a road.
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1) You most definitely CAN whip a Holkan at size 4 from scratch. It's a 35 hammer unit. Play it out in the sandbox. It works.

2) OK, so I knew I was missing something X_X.

EDIT: fixed the microplan RE: Dutchess. Her actions were not of the untmost importance to the plan anyway.

Actually, I see a potential problem with that Holkan whip move however...

This is why I tend to let you do this stuff instead of me.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

Nevermnd
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply



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