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Intersite Game - Turn Discussion Thread

That is interesting. Maybe we can use the barb city to get the HE?

Did you move the scout back or leave it in place?
I have to run.
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It is also 4E of Forbidden Fruit, so it fits reasonably well into our projected dotmap. The total barb pop is up to 7 now (from 6 on T80), so it's quite likely to be size 2.

And that is a nice cluster of resources.
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It's 5e of Forbidden Fruit. Multiple wines there indicates that there may be multiple around the wine we spotted to the west.
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I'd heavily consider moving 7 with scout ... prehaps even 77 to take a look into the barb city ...

... what is the difficulity anyhows? ... any chance that the barb city could have Warriors?
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I don't see why we need visibility on that city, really?

Archers or warriors depends mainly on how many players have teched Archery. In SP games above certain difficulties the AIs all start with Archery, which is why it appears to be tied to difficulty.

I don't know how many teams have teched Archery, but I'd say the city is quite likely to be defended by warriors. At any rate, we can just send our axeman guarding the FF spot over there when it's available.
I have to run.
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WPC knows Archery, and there might be one or two other teams knowing the tech. However, among our neighbours only WPC knows it.

I agree with Novice that we can get visibility on the barb city later on with a scouting axe. Better to use the scout to check out CFC's land, where the unit can cover a lot of ground.
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My track record of accepted scout movement suggestions gets worse and worse, but I will keep trying. smile
The scout should keep moving into CFC territory, instead of going back to check the barb city. (This turn he might as well have to stay put, or move back to the tile he came from.)
Reason 1: The whole point of the scout was to have a cheap 2-mover to map out CFC lands. As long as the scout is outside cultural borders he cannot use it's 2nd move and even has to avoid hills and forests.
Reason 2: We have Axe 5 near Spice City. Lets use this unit to check the barb city. Spice City will be founded in T83 if I am not mistaken and is a pretty safe location.

The reason we have not heard from CFC regarding the barb situation is that we have not asked them yet. Nothing recorded in the diplo threads at least.

And one last comment. The barb city is certainly on the CFC side of the oasis. BUT, it obviously depends on how much further north from the oasis we think that line is valid. And of course we could always claim we have not "settled" there. :P
So capturing the barb city is yet another important thing that goes onto the list.
If only we had a couple of fast responding war chariots around ... smile

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Yeah I see no reason to move toward the barb city with the scout.
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A single axe can chop through an entire city full of warriors. Let's get one there pronto before somebody else does. Although the city will auto-raze if it never gets to grow.
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Turn 81 - 850BC

The main news for this turn was spotting a barb city off to the east; everything else remains on schedule as planned.

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Not too much going on up in the northern region. I moved the spear to the southwest, finding a barb warrior next to the rice tile. Note that there is another barb warrior on the tile marked with the white X, which we could see at the start of the turn before moving. I have no idea if our spear will get attacked between turns, or if the odds on the jungle tile are too bad for the AI. Guess we'll find out. The other one will most likely head into German territory to cause problems for them. There looks to be a peak tile and more jungle further to the west - plan is to keep the spear heading in that direction and defogging more tiles.

The two workers by Tree Huggers finished clearing the jungle on the bananas tile this turn. As instructed, I moved the axeman onto that tile. It can sit there just as well as inside the city center.

[Image: ISDG-334s.jpg]

This was the noteworthy scouting information for the turn. Since we still had heard nothing back from CFC, I moved our scout a tile northeast to reveal the scene above. There is a barb city to the north as marked, as well as a horse resource and a rice tile. The plan here is to move the scout back to where it originally started this turn, back a tile southwest, and use the northern axe to go check out the barb city. The scout still has its second movement point remaining should we choose a different plan, but I really do think that moving back to the starting point this turn, following by moving to the hill next to CFC next turn, will be the best plan.

[Image: ISDG-335s.jpg]

The southwest is fairly quiet this turn. I moved the western axe (Wyn) up a tile, and will move onto the plains hill tile next turn. The other axe (Lew) is healing inside the city of Seven Tribes this turn. We can move it onto the hill tile if desired, but that will only cause the barb unit to move into the forest, where we get worse odds to attack. I think that holding in place this turn and then killing the barb when it moves onto the hill tile next turn is the best plan. (Should the barb move into the forest, we could then cover our workers with the axe next turn.) Lew still has all movement points remaining, so let me know if you want him to do something different this turn.

The workers here sunk two turns into the cow pasture, while the one at the north put another turn into a floodplains cottage.

[Image: ISDG-336s.jpg]

Here is the overview picture for the turn. (I'm playing from my laptop, which is why the graphics are set to lower quality for these pictures.) Our one population increase for the turn was Gourmet Menu growing to size 3, working the clams and two floodplains cottages. Focal Point lost three pop points in a triple settler whip, working its two resources and a developed grassland cottage. This meant that we dropped all Priest specialists, working three resources and three plains cottages. We've dropped two cottages (the grassland ones W-W of Adventure One and S of Mansa's Muse) until our cities regrow from that whip. Workers are in place to move the settler onto the desert hill tile next turn with some snazzy road construction.

There is a barb warrior located S-SW of Focal Point. If it moves onto the copper next turn, we'll kill it with the axe inside Focal Point. If it moves the other direction, towards the floodplains cottages at the capital, we'll kill the barb with the axeman currently holding position inside Adventure One. That axe is moving down from Tree Huggers to garrison Gourmet Menu, but has plenty of time to kill the barb on the way if needed.

We could grow Mansa's Muse this turn, but it still has 2 more turns of unhappiness due to whip duration. Instead, we'll sit 1 food away from growth and go for max overflow next turn.

[Image: ISDG-337s.jpg]

Here are the Demographics after our triple whip. Note that we are still first in Food after whipping away three of our own people. We are also very close to tops in GNP at 0% science, and take the lead with ease at break-even research rate (60%). Not too much more to say here, since there were few score changes at the beginning of this turn. The only thing that I noticed was the continuing climb in Rival Best military power, as the German team keeps stacking more units. Another good sign.

We'll grow one pop point next turn, then grow 3 pop and plant our eighth city on T83. We are still the only team with any trade route income coming in, which is giving us a major boost. With luck, we'll be inside CFC territory by that time as well and start mapping our their cities. Looking steady as she goes all around. thumbsup

See you again in three days. frown
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