Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[PB78] Dreylin boldly goes

Not much exciting going on right now. Scout is about to complete the N-S world wrap and explore our NE a bit further. After that will head East to complete the torus.

Settler due in 5t, then 3t movement and settle pink. Have a Quechua on the hill SSE of the spot keeping an eye out, and a second ready to escort. Worker finishes Pigs next turn, puts a turn into a road 1n of Kirk and then completes the Road connection 1SE of Kirk. Probably then heads to improve & connect the Horses.

Not sure what’s next after The Wheel; I have this stupid idea of trying to found a religion into Pink to secure the surroundings. Probably can’t get Meditation, but maybe Judaism from Monotheism? That would delay BW & pottery though.
Reply

Hah, going for a second religion before bronzeworking or pottery, with Superdeath of AGG Sumeria close by? (With Spock voice) Fascinating. Very bold indeed.
Reply

I didn’t say it was a /good/ idea! And I do usually manage to talk myself out of the silliest ideas, but still have to consider them because of that fine line between lunacy and genius.

If it doesn’t pick up Hinduism quickly though, I think Judaism will be open for a while - and we do want Monarchy early for Serfdom.

Just be thankful I’m not thinking of competing for Oracle with 2x IND players…
Reply

T29 -

Pasture completed and here's Kirk working on the Settler:
[Image: ArUTD1K.jpg]

Complete coincidence Careful planning means the Settler will finish exactly in 4t. Size 4 will take 4t after that; Quechua is 3t, so I'll probably put a turn into another before switching to a food/hammer unit - not sure if second Worker or Settler.

I think that Pink will start with a Barracks and plan to put out units, but we'll see if I change my mind about that.

I had started to panic about dealing with the barb units; Ideally we'd try to get to Machinery for Crossbows, but that is a lot of tech to get through so I ran some tests this morning. It turns out that a PRO Archer with a second CG promotion fortified in a hill city has somewhere around 50% odd verses an attacking Maceman. So backing that up with a pair of Axes for cleanup should be enough to deal with the Mace next to Pink. For the BallistaPhant we'll need a pair of Spears, so need to secure metal. The SW Mace we'll need to keep an eye on; depending where we & Magic Science settle it could go either way. The Oromo OTOH is a concern as it starts with a bunch of Promos ... I'm thinking that since we're getting Archery anyway, the best solution might be an early HBR for a mobile defense force and 6str units. Alternative would be Iron Working for cheaper Swords, which would be an option if Copper is not in a convenient location.

I'm still vacillating on next tech path; the obvious route is straight Mining->BW, but I do need to pick up Pottery and Archery in short order, so I might see about slotting those in. But the Gems at Pink need BW to chop off the forest off, and the adjacent Tundra/FP/Hill needs a Mine.

You can see the start of a dotmap in the neighbourhood of Kirk; I'll take and post a larger image later with the full overview for discussion - or you can log in and take a look.
Reply

I think I need to ask this mechanics question, because it's nagging at me and I don't have any experience or enough knowledge to test it myself.

Are there any circumstances where the "Hold" on the barb units could be overridden before countdown expires, freeing it to move?

e.g. if a Held Barb unit is enveloped in a city's Culture, will it release them from their Hold? What if I attack a Held unit, do they then get to retaliate?
Reply

Also, here's a fun pic I snapped a few turns ago of a scouting conclave kindly hosted by India:
[Image: qOnimHU.jpg]
Reply

Is the worker going to connect the road towards first settlement spot as next action? No idea about the held barbarian, I would assume there's no way to trigger them to attack before the timer has run out. But maybe someone with more knowledge can confirm.

I remember playing vanilla civ with raging barbs, and the amount of archers and warriors could become unmanageable on large maps if you didn't plan out a spawn busting sentry network. In this game, those held barbs should act as blockers for additional spawns, unless CtH changes things?
Reply

Worker plan is to use a free movement turn to put 1t into a Road 1N of Kirk, then move to the hill 1SE and roads to complete the connection to Pink (though it doesn't actually speed the settling). Then it moves to the Horse and connects it. I think a second Worker before second Settler might be right so the existing Worker can move to Pink while the second adds to Kirk and plans the route to city 3.

We haven't seen any animals spawn yet, so I think the held units must still be blocking spawns. I actually started a CtH game last night and saw a bunch of animals and then, yes waves of barbs incoming. Was initially quite a pain to deal with barb Spears without any metal, but then fixed with Archer spam!
Reply

(July 11th, 2024, 11:08)Dreylin Wrote: Are there any circumstances where the "Hold" on the barb units could be overridden before countdown expires, freeing it to move?

e.g. if a Held Barb unit is enveloped in a city's Culture, will it release them from their Hold? What if I attack a Held unit, do they then get to retaliate?

I think Scooter said that he tested quite a bit and found nothing that would override that hold, and I think he tested that case of being in your culture. He might be along to clarify.
Reply

Thanks T-hawk, that makes me feel a lot better.
Reply



Forum Jump: