We can't rely on the Germans, so asking them puts us in debt for no real benefit.
I have to run.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
Intersite Game - Turn Discussion Thread
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Since there were no further comments on how to deal with the barbs, I typed up my "worst case" scenario where our FP axe has to go barb hunting. This delays the settler whip in FP and hence the KC city by one turn, but otherwise keeps us on track for an eot67 Oracle.
https://docs.google.com/spreadsheet/ccc?...IeGc#gid=5 For the best case scenario where KC is not delayed, I refer you to my save stack. https://dl.dropbox.com/u/15215428/ISDG1/...stcase.zip
I have to run.
Thank you for typing that up! It makes things a lot easier for me to follow.
Here we are after moving the axe in Focal Point a tile northeast, and having the last two workers build their roads (then cancel, of course). I've ended our turn. Now we wait and see where the barbarians move on the interturn. Here are the current Demographics. Two other teams have whipped since the start of the turn. I'll make sure that it goes into our C&D tables.
Looks like the Germans missed their turn or played it earlier and didn't bother to end turn? Has this happened before?
Can someone log in and tell us how the barbs moved?
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
Well, they moved their quechua, and yes, it has happened before.
Anyway, the turn rolled and the barbs moved: We can kill the barb to the east easily, but the barb in the southwest is proving troublesome.
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Turn 64 - 1440BC
The barbarians are still causing problems. Nothing too noteworthy to report in the north. Our spearman could move southwest (to get that last patch or fog) or northwest next turn (following the river). Let me know which the team prefers. The warrior in the northwest is back on the jungle hill tile three north of Horse Feathers. We can decide where to move from there, back towards our territory or over to the gems region. Here's where we have to figure something out. The barb in the east can be killed without issue by our axeman. That seems relatively straightforward. The barb in the west will take a little bit more creativity. I am concerned about the barb pillaging our floodplains cottage (now developed into a 3/0/5 village). Any thoughts or suggestions? Note that the warrior in Adventure One does have the Combat I promotion, since this is the same warrior who killed some animals earlier. My best initial reaction would be to leave things alone this turn, then move the warrior in the capital onto the forested plains hill next turn, and try to induce the barbarian to suicide on the next interturn. Or maybe the axe to be produced in Focal Point can clean this up for us. How does everyone else see this situation? All workers have been left unmoved for now, and I haven't gone through and microed the cities as yet. Please let me know what, if anything, will be changing from this micro plan: https://docs.google.com/spreadsheet/ccc?...IeGc#gid=4 Here are the early turn Demos. We had some land points from other teams and four increases of population, one per team across four teams. CivPlayers still does not appear to have Writing tech for their Oracle play. We have bar graphs now for the German team, and I'll try to type up something on them later. I've swapped our espionage spending over to We Play Civ, which has been revealed as the Rival Best in power rating (72k to our 42k). Since they have only a vague idea of where we are located and have not spent a single espionage point against us so far (they have no idea what our Power rating is), I would guess that they are not targeting us for an early war. Their city names also suggest that they only recently connected a copper resource. But it might be a good idea to sign them to a short (20-30 turns) NAP just to be on the safe side. I see no reason to take chances.
Well this is a big problem and I see no solution right now. If the barb warrior sits on the flood plains then we cannot work that tile, and we need that commerce. If we road SW of the city and attack the barb warrior with ours, then we suffer unhappiness in AO which we can't afford either. So I don't know.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
I know barbs have a propensity to chase workers. Would it be worth sacrificing worker turns to try to lure it on another tile than the flood plains?
Maybe even sacrifice a worker!
mh
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