December 9th, 2012, 07:08
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(December 8th, 2012, 21:05)NobleHelium Wrote: I think it would be preferable to post some screenshots before playing the turn. For example, I strongly think we should have moved Wyn south after killing the warrior so that we can finish scouting around the yellow dot area. Wyn has been moved back into the city and cannot move out until next turn.
Agree. Better to do a two-stage report: one short here on what choices we have, and then a discussion period before the turn is played. If the micro plan is set and there is little to do, then we can play at once, but we have plenty of barbs around this time and the micro wasn't fully ironed out.
BTW, I still haven't got a good answer why the growth to 3 on the whip turn of HF is so bad. I think I showed that we ended up with more food, more hammers, and more commerce overall that way. Now, this might be changed due to MM growing sooner, but we don't know that yet.
Furthermore, I consider that forum views should be fluid in width
December 9th, 2012, 07:39
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That's...exactly what the German team is doing .
Are people just assuming Sulla is going to do this in addition to the several other highly time consuming contributions he's making to this game?
Darrell
December 9th, 2012, 07:43
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As for our axes, I think the following:
* Lew: 4 XP: goes on deep scouting, check stone area and continue northwestwards
* Wyn: 5 XP: close scouting of cow-wheat city and secure its settling
* Chopper: 3 XP, Focal Point: secure FP
* Axe: 0 XP, Tree Huggers: secure TH
* Axe: 0 XP, Focal Point: goes northeast, to secure MM and banana spice city
Looking at the map, I think we should focus on exploring and settling the north before the south. The land to our south isn't that hot, even the wet corn spot southeast of FP has little to offer except staking our border with CFC. We should focus on grabbing the jungle belt instead, especially since WPC and the Germans are pre-occupied with their war.
Furthermore, I consider that forum views should be fluid in width
December 9th, 2012, 08:00
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As WPC and Germans are pre-occupied with their war, we would be able de-prioritize the area between us and concentrate on staking claim to land that might be currently in dispute. Problem is - other than CFC - we don't know enough about Southern or Western neighbors that might be moving/settling towards us.
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
December 9th, 2012, 08:02
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It was clear from last turns turn report, that we were going to whack the barb with the Axe from Gourmet Menu this turn. I think that gave us plenty of room to voice opinions as to what to do with that axe afterwards.
I rather have Sullla play quickly unless something comes up that is not covered by the micro plan or needs discussion. He is experienced enough to make the right calls (whether to play or stop and discuss) in that respect.
mh
December 9th, 2012, 08:10
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(December 9th, 2012, 08:02)mostly_harmless Wrote: It was clear from last turns turn report, that we were going to whack the barb with the Axe from Gourmet Menu this turn. I think that gave us plenty of room to voice opinions as to what to do with that axe afterwards.
I rather have Sullla play quickly unless something comes up that is not covered by the micro plan or needs discussion. He is experienced enough to make the right calls (whether to play or stop and discuss) in that respect.
mh
Several people did voice the opinion that we should scout due south with that axe ASAP. So if it flawlessly killed the barb warrior, the right call would be to keep moving south IMO, with the caveat that I'm not sure based on screenshots whether or not our axe took any damage.
I get the impression that Sullla prefers ending turn immediately, I would guess to distance ourselves from the tardy Germans? If so, fair enough, I'll make sure to be more explicit in my pre-turn comments.
I have to run.
December 9th, 2012, 08:39
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I agree that we should get more discussion here about how the turns are played. The trouble with the German team is that they didn't set themselves a deadline for any discussion (that didn't turn up for them anyway), so it just goes on until the timer runs out.
We have a 48 hour timer, so we can easily take 24 hours for any discussion, and we can set the discussion deadline to whatever time that is convenient for the turnplayer.
I agree with m_h that Sullla's experienced enough to decide on if there is anything that needs to be discussed in a turn - that should be the main criterion in a turnplayer anyway.
Furthermore, I consider that forum views should be fluid in width
December 9th, 2012, 09:31
(This post was last modified: December 9th, 2012, 09:31 by Ruff_Hi.)
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This is going to be a LONG turn. Clock down to 31:30 already and WPC first logged in about 10hrs after the start of the turn and haven't ended their turn yet. Thus the German's timer hasn't even started yet .
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
December 9th, 2012, 10:23
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Look, I'm going to try and be as diplomatic as possible about this. Right now, I am already doing the following on each turn:
* Writing up and then testing our micro plan(s).
* Playing within the first hour of the turn roll.
* Taking and posting 4-5 screenshots per turn, including trying to indicate the tile micro of every city on every turn.
* Writing up a turn report of roughly 1000 words to describe what's going on and setting the tone for discussion.
If that's not sufficient, then kick me out and replace me with someone else. This game eats up a shocking amount of my time, and so it's a kick in the gut when I'm being told that I'm not doing enough as the turn player. No, I will not ask the opinion of every single member of the team on every single unit move throughout the game. We have way too much going on - the turns would never get played that way. If that's what you want, then replace me with someone else.
In response to the specific criticism, axeman Wyn in Gourmet Menu took one hit of damage. I moved him back into the city to heal because we do NOT have further defensive coverage of that area. If the axe moved into the south to scout, there would be nothing in place to stop an incoming barb from walking into the city or killing our workers. For example, the tile SW-SW-SW of the city is still fogged, and an axe moving to reveal the fogged tiles by the peaks would have no way to return to the city if a barb warrior popped up there. Once GM expands its borders, we will be much safer from barb activity. I always value keeping our stuff safe from barbs over revealing the wilderness. Always. It only takes one barb popping up in the wrong place to wreck our plans.
Again, apologies for the tone of this post, but some of you seem to expect a superhuman level of commitment to this game. I've been watching the level of reporting from the teams in the RB Demogame, and none of them are remotely close to what you're getting in this game.
December 9th, 2012, 10:26
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(December 9th, 2012, 07:43)kjn Wrote: As for our axes, I think the following:
* Lew: 4 XP: goes on deep scouting, check stone area and continue northwestwards
* Wyn: 5 XP: close scouting of cow-wheat city and secure its settling
* Chopper: 3 XP, Focal Point: secure FP
* Axe: 0 XP, Tree Huggers: secure TH
* Axe: 0 XP, Focal Point: goes northeast, to secure MM and banana spice city
Keep in mind that this plan asks one axe (Wyn) to protect both Gourmet Menu and the upcoming yellow dot city. That might be manageable, but it also might be risky.
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