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Be Vewwy Vewwy Quiet! [Game 3 Session IV Mardoc v Northstar]

Good point. A 20-city empire is plausible given the size of this map, maybe even more. So that's 20 settlers, ~40 workers, that need built. Presumably by the time we don't want to build foodhammer units anymore, we'll be in Guardian of Nature and be able to put citizens 11-20 onto forested cottages.

I still think the cotton plantations will get built, but I won't make them a priority. Mostly because they're interior tiles and hence likely to be a good spot for travelling workers to drop worker-turns.

It's pretty clear that scout harass won't be particularly effective, he's too far away for me to get any substantial number of scouts to him. I'm still going to put some effort into that, but maybe not a lot. Fawn harass seems much more likely to work hammer
EitB 25 - Perpentach
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How likely is it that you reach GoN before the heat death of the universe? lol
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Depends on whether yesterday's pace was a fluke or a sign of reform smile.
EitB 25 - Perpentach
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Well, two turns so far today from Northstar; I guess threats worked.

Got an interesting dilemma likely next turn:



Do I kill the bear, if it comes north? Odds are probably in the 70-80% range (70% now, while it's on a hill) If it succeeds, that's at least one more promo, possibly even two. But it wastes a turn, more if healing is required, and then there's always the chance that I lose.

Shock may be enough to terrorize the Lanun. I still will want to be cautious and not give him a chance to attack me, Str 2 isn't much even with a bunch of promos. So killing the bear may be a needless risk.

But combat II/Shock, or Combat III/Shock, that starts to become a scout who can even win on the defense, and can do crazy stuff like attack across a river successfully. Or I could only use one of the promos, save the other for healing. XP = options, and options often equal successful tactics.

Gotta think on it.

Edit: Of course, one thing I realistically *should* do is pop Bradeline's Well. It's currently heads I win, tails Northstar loses. But I don't really find that luck-based gameplay to be all that fun, so I think I'll refrain.
EitB 25 - Perpentach
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It didn't turn out to be a choice; the bear wandered away and an elephant took its place. Can't beat one of them!
EitB 25 - Perpentach
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(April 16th, 2015, 09:48)Mardoc Wrote: I still think the cotton plantations will get built, but I won't make them a priority.

Why cotton plantations plural? I understand wanting one for the happy boost, but wouldn't that grassland tile be better as a farm?

I guess it's moot now, but I would have been for talking a shot at the bear. (And also taking a shot at Bradeline's Well...)
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(April 18th, 2015, 05:33)HidingKneel Wrote: Why cotton plantations plural? I understand wanting one for the happy boost, but wouldn't that grassland tile be better as a farm?
Primarily because I hadn't processed your comment by the time I was responding. When I looked at the game and realized you were right, it was a choice between 2 commerce and 2 food, I went with the farm for the grass.

Quote:I guess it's moot now, but I would have been for talking a shot at the bear. (And also taking a shot at Bradeline's Well...)
Yeah, they're both positive sum risks. And it's not like the downside is that much, 16 hammers and whatever the scout might have done. Still, I wasn't going to wander around looking for the bear, that seemed like a good way to accidentally make my second move right next to him.

In other news, I have proof for Northstar that worker-emphasis makes sense. We're a size behind him, but with three workers to his probable one, and more importantly...


Our raw demos are now better than his. Without any correction for population maintenance.



Our scout has arrived to his gold hill. We see a warrior in the distance, and some improved floodplains, but no worker or juicy targets just yet. Haven't spent Shock, although I probably will in a turn or two.
EitB 25 - Perpentach
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(April 18th, 2015, 06:35)Mardoc Wrote: Our scout has arrived to his gold hill. We see a warrior in the distance, and some improved floodplains, but no worker or juicy targets just yet.

lol It belatedly occurs to me that a Volanna scout-choke strategy will be particularly ineffective against an opponent that chooses to forgo workers and tile improvements.
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(April 18th, 2015, 07:14)HidingKneel Wrote: lol It belatedly occurs to me that a Volanna scout-choke strategy will be particularly ineffective against an opponent that chooses to forgo workers and tile improvements.

He's not quite forgoing. Just putting them at a low priority noideaIiam

But I guess that should mean that he's very unlikely to be able to road-attack, which ought to let us keep his workers at a low priority.
EitB 25 - Perpentach
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(April 18th, 2015, 07:14)HidingKneel Wrote: lol It belatedly occurs to me that a Volanna scout-choke strategy will be particularly ineffective against an opponent that chooses to forgo workers and tile improvements.

Every move has a counter-move.
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