I've finally gotten around to reading this thread, and there are some things I'd like to comment on:
1) Does he know where your capital is, and thus where the midpoint is?
2) Are you sure his surrounding lands are as good as yours?
3) Is the midpoint always the default border location?
These are the common fallacies when evaluating borders in the early and mid game. The fact is that you rarely have enough knowledge of the other players' lands to make assumptions. There's also the issue that some players are more aggressive than others, and some combos lend themselves more to early aggression than others.
Finding a good line in reporting is hard, and as others said micro can be a bit boring if too detailed. My personal preference is to focus on which decisions are made, which I feel makes my play better as well as you take more notice of which decisions you actually make.
You can actually tell from that screenshot that the city didn't claim inner-ring iron (that was visible to Xist); you will see the yield effect of resources that the tile owner can see.
You do have trade routes, they just don't get the foreign bonus which is based on number of turns at peace.
This whole war was a mess of another order. I think our war against Alhazard in PB66 is a good case-study. That was a very well-planned and execute war, albeit slightly late. It still took eight turns and I believe 6 captured cities before the first unit died, in a massive fight. If there are three lessons I'd like to impart, it would be:
1) Don't stop whipping until the objective is met.
2) Spending EP for city vision is like turning the battle on easy-mode.
3) Do take the time to make tactical battle-maps, for your own sake. Just the act of making it makes you process army compositions, and you have a record of where his forces are.
It was indeed destined for Cereals, and a very calculated gamble blowing it on MinInc.
The main cost is the later opportunity cost of not having an actual combat unit stationed there. Still, vision advantage is king.
(July 11th, 2023, 12:30)aetryn Wrote: I'm... very unsure what has provoked this aggression. Sure, I settled somewhat close to him, but Prudence is closer to my capital than his. There's tons of decent land around to settle and no other players for miles and miles.
1) Does he know where your capital is, and thus where the midpoint is?
2) Are you sure his surrounding lands are as good as yours?
3) Is the midpoint always the default border location?
These are the common fallacies when evaluating borders in the early and mid game. The fact is that you rarely have enough knowledge of the other players' lands to make assumptions. There's also the issue that some players are more aggressive than others, and some combos lend themselves more to early aggression than others.
(July 12th, 2023, 11:00)aetryn Wrote: Thanks for the feedback on the reporting. Sometimes it feels like player threads are a bit less interactive these days, partly because we are ever more conscious of not spoiling games, and partly because a lot of the discussion has been had in previous games. It's good to get a bit of encouragement to keep at it now and again.
Finding a good line in reporting is hard, and as others said micro can be a bit boring if too detailed. My personal preference is to focus on which decisions are made, which I feel makes my play better as well as you take more notice of which decisions you actually make.
(July 20th, 2023, 17:21)aetryn Wrote:
a) There's iron somewhere here. Very well could be either on the city center or one south. You know, assuming he actually has IW, which I still need to go back and look at demo screenshots to check. Or maybe I'll just get surprised when he builds a stack of Praetorians and rolls over me.
You can actually tell from that screenshot that the city didn't claim inner-ring iron (that was visible to Xist); you will see the yield effect of resources that the tile owner can see.
(July 24th, 2023, 16:53)aetryn Wrote: But despite having a connection that lets us see and trade resources, neither of us is getting trade routes. I think this is because the route isn't fully unfogged, or maybe it hasn't updated or something.
You do have trade routes, they just don't get the foreign bonus which is based on number of turns at peace.
(August 20th, 2023, 19:35)aetryn Wrote: Yeah, I'm sure I'm just too used to playing the AI, which doesn't refuse engagements and is very subject to attrition warfare if you have the production edge. I assumed war would be more tactical here, but I don't think I thought it would be fundamentally more about positioning stacks that don't engage vs. trading losses.
I understand slowing down for important turns, but I'm also trying to contain the amount of time and energy I spend on the game to keep my life in balance, and sometimes that means making a quicker decision than I'd ideally like to. If that means I make the occasional blunder, I might just have to live with that.
This whole war was a mess of another order. I think our war against Alhazard in PB66 is a good case-study. That was a very well-planned and execute war, albeit slightly late. It still took eight turns and I believe 6 captured cities before the first unit died, in a massive fight. If there are three lessons I'd like to impart, it would be:
1) Don't stop whipping until the objective is met.
2) Spending EP for city vision is like turning the battle on easy-mode.
3) Do take the time to make tactical battle-maps, for your own sake. Just the act of making it makes you process army compositions, and you have a record of where his forces are.
(October 6th, 2023, 06:28)Mjmd Wrote: I theorized at the time that creative construction might at least as good for Aetryn as Mining Inc, but even so I've been pleasantly surprised.
Mind you racing for mining inc was still key because Greenline blew merchant. Not sure if that merchant was destined for 3rd GA or Cereal mills, but glad either way.
It was indeed destined for Cereals, and a very calculated gamble blowing it on MinInc.
(October 6th, 2023, 13:00)Mjmd Wrote: Note on recon mode. Its god mode. You literally can't intercept it. I actually made a suggestion to change this in mod thread, but it never gained traction / unsure if it would have been too hard to implement. One of the reasons I was fine with you building 5-6 of the things. They literally don't go bad.
The main cost is the later opportunity cost of not having an actual combat unit stationed there. Still, vision advantage is king.