Rusten moved his stack away from my city, and fearing him just running over to the other one, i have quite a few units rushing over to there.. on the off chance that this is an actual war between rusten and mackoti, i sent rusten a 10 turn peace treaty that i hope he accepts.. if he does i should be able to focus on GNP and rush to longbows which are currently ( at max science which isnt sustainable ) 15 turns away... ugg.
Demos-
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State of affairs-
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His....retreating? stack-
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Overview-
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Graphs-
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Wish me luck :D
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Quick update, Dtay apparently finished a road last turn and ran over my undefended city i had whipped for a defender... so grats to him. Rusten is still licking his wounds, and Mackoti just did his 10 turn forced peace instead of running over rusten while i have him distracted... but eh. TBS moved a stack into visibility, so a full 3v1 scenario BGN isnt likely to run into dtay im assuming, Dreylin is doing... ??????? no idea. so he will just be food for someone, and Naufragar also doesnt want to do anything vs rusten for unknown reasons, maybe another civ is giving him trouble? Sadly my production city isnt on a hill, and depending on where TBS moves to i may have to vacate it to hold up in the cap anyway. Decisions decisions, Decided back when rusten ruined what 5% chance i had at living in this game, that i wouldnt let him take any city from me if i could help it... and TBS also took a city site that i believed to be in my realm of influence, if only dtay would run over someone else first... Ugg.
Pictures-
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Graphs-
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Any questions?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Well, im going to basically sac 2 cities to save my production.. i have a metric shitload of archers, and 1/3 of that in spearmen.. however i cannot attack into any stack, SOOOO im gonna hold up somewhere and try and last as long as possible because imo, TBS/Dtay/Rusten shouldnt win this game. However as im basically on my way out, im going to go ahead and rank how i think the game will turn out.
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1. Mackoti
2. naufragar
3. Donovan Zoi
4. TBS or Rusten or dtay
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Cant wait to be lurking in this game, curious what everyone thought of the war ect..
Lurkers- In your no-player spoiler thread if possible i would love to know what i could have done differently that may have changed the outcome. Although i still believe my neighbor luck was just terribad. i expect to last at least another 15 turns if they dont coordinate, and maybe fight each other?
Demos-
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Units involved-
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Overview of my happy place-
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Power-
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North front-
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Western front-
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Eastern front-
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"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
TBH I think you're way off base on that 'who's going to win/place/show' list. Mack has a good chance, but naufragar and Donovan? Besides, this game isn't going to be decided soon; how things shake out once people start roaming the seas is going to be at least as critical as anything that has happened up to this point.
(June 18th, 2018, 22:39)Zed-F Wrote: TBH I think you're way off base on that 'who's going to win/place/show' list. Mack has a good chance, but naufragar and Donovan? Besides, this game isn't going to be decided soon; how things shake out once people start roaming the seas is going to be at least as critical as anything that has happened up to this point.
Also, as far as I can tell, you have killed too many Rusten units and he has gotten too little profit to remain a contender. Maybe he will surprise me but I think his invasion has been a mistake.
Quote:Lurkers- In your no-player spoiler thread if possible i would love to know what i could have done differently that may have changed the outcome. Although i still believe my neighbor luck was just terribad. i expect to last at least another 15 turns if they dont coordinate, and maybe fight each other?
Don't give up hope! Fight to the last man and practice your defense.
Which outcome are you looking to change? Can you do a self-analysis on your play?
However, since you're looking for feedback (and also because it's frustrating to have no one give it to you):
1. Your opening play was solid. You didn't have many different options for your moves. Going pig, pig, mine and hunting, mining, bw was probably the most efficient path you could have taken, given that you started with Native America. Did you consider any other options? (For instance, an additional worker at size 2 while working toward BW to chop out the settler?)
2. I think your second city was in a weakish spot. Your UU is resource-less; 1E would have been much better. Plains hill on a river, plus double Pigs (share with cap) and when the capital expanded borders in X-turns, you'd pick up the copper. Starting a dog soldier right away was possibly not the best choice. Since you needed to pop borders, much better to go into a barracks.
After that, it just looks like you didn't focus well. On T38, you have one worker chopping into a settler and another improving the ivory. But your cap is only size 3. You don't need that many improved tiles.
You also researched animal husbandry instead of the wheel. You didn't need AH at the time; you did need the wheel, especially if you were rushing.
My plan would have been:
double improve the pigs. Once both pigs are ready, start a worker. Mine the hill and finish the worker. Chop into the settler while growing to size 3 or 4. Whip the settler to drop down the size and overflow into a DS or warrior. get both workers down to second city to improve the pigs on turn 1 when the city is founded (borrow the pigs from the cap to start).
Anyway, I hope this feedback helps. It is rough to play so publicly and I really appreciate your enthusiastic reporting. Thank you!
(June 18th, 2018, 22:00)superdeath Wrote: Well, im going to basically sac 2 cities to save my production..
Can you tell us which cities you are sacking and where you plan to hold?
i plan to hold out in the capitol + 2nd city. and TRY and keep the city dtay is besieging, i gave up a city to rusten to ensure that the capitol/2nd city dont fall. i would rather not give up my other city on the rusten/west border but im prepared to if need be.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(June 18th, 2018, 22:39)Zed-F Wrote: TBH I think you're way off base on that 'who's going to win/place/show' list. Mack has a good chance, but naufragar and Donovan? Besides, this game isn't going to be decided soon; how things shake out once people start roaming the seas is going to be at least as critical as anything that has happened up to this point.
I put naufragar on the list because he has good demos, is located next to a weakened rusten, and seems to have plenty of cities. Donovan because im assuming he has a bit more room due to killing off dark savant?
(June 20th, 2018, 12:42)Zalson Wrote:
Quote:Lurkers- In your no-player spoiler thread if possible i would love to know what i could have done differently that may have changed the outcome. Although i still believe my neighbor luck was just terribad. i expect to last at least another 15 turns if they dont coordinate, and maybe fight each other?
Don't give up hope! Fight to the last man and practice your defense.
Which outcome are you looking to change? Can you do a self-analysis on your play?
being food for another civ, not surviving to the finish, and not having conquered even 1 city from someone. I went into this game with the mindset of pure aggression, as that is what i remember happening in any random gamespy lobby. Axe rushes, impi rushes, Rush rush rush. the meta was rush, or defend a rush. So finding out no one is rushing you, and your UU is imo, shit... starts the game off pretty badly. I shouldnt have picked NA, but churchill i would pick again. I failed to expand fast enough, and in more directions that werent my "backlines".
(June 20th, 2018, 12:59)Zalson Wrote: However, since you're looking for feedback (and also because it's frustrating to have no one give it to you):
1. Your opening play was solid. You didn't have many different options for your moves. Going pig, pig, mine and hunting, mining, bw was probably the most efficient path you could have taken, given that you started with Native America. Did you consider any other options? (For instance, an additional worker at size 2 while working toward BW to chop out the settler?)
2. I think your second city was in a weakish spot. Your UU is resource-less; 1E would have been much better. Plains hill on a river, plus double Pigs (share with cap) and when the capital expanded borders in X-turns, you'd pick up the copper. Starting a dog soldier right away was possibly not the best choice. Since you needed to pop borders, much better to go into a barracks.
After that, it just looks like you didn't focus well. On T38, you have one worker chopping into a settler and another improving the ivory. But your cap is only size 3. You don't need that many improved tiles.
You also researched animal husbandry instead of the wheel. You didn't need AH at the time; you did need the wheel, especially if you were rushing.
My plan would have been:
double improve the pigs. Once both pigs are ready, start a worker. Mine the hill and finish the worker. Chop into the settler while growing to size 3 or 4. Whip the settler to drop down the size and overflow into a DS or warrior. get both workers down to second city to improve the pigs on turn 1 when the city is founded (borrow the pigs from the cap to start).
Anyway, I hope this feedback helps. It is rough to play so publicly and I really appreciate your enthusiastic reporting. Thank you!
Enthusiastic reporting,
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.