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[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!

Oh fuck we start next to Commodore rolleye
Travelling today, I'll have a look at the math later.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(January 25th, 2013, 13:52)Qgqqqqq Wrote: Oh fuck we start next to Commodore rolleye
Travelling today, I'll have a look at the math later.

Not necessarily. We are 20-turns into the game now, and our scout has covered quite a distance beelining. Commodore may have done the same but heading east. They are putting 4EP/turn on us so we can't tell if they've met anyone else yet.

But in any case, it's time for the happy dance dancing wet corn first ring for the site 2N or ivory neenerneener ... Warrior NE next turn unless a barb appears ... Spotted the first source of horses far FAR away to the west.
[Image: T23%20core.jpg]
[Image: T23%20scouting.jpg]


Demos T22 ... 2k power increase: Jowey & 2metra each grew the cap to size 2.
[Image: T22%20demos.jpg]

Demos T23 ... 10k power increase, score increases by TT, AT, and Jowey ... Jowey is getting CRE second ring land points, 8 land tile in second ring. AT and TT both get techs. Trouble is, several people may have completed warriors too so I can't be as sure about things anymore. AT's tech took 16-turns, obviously BW. For TT I don't have a good answer frown
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Do you notice something odd about the scouting shot? I didn't catch it until just now, but ... ... ... I'll check next time I'm in game to confirm.
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Yes! dance

One qualm about the spot you've marked is that it blocks off a few long term spots in the area, but I think this is a case of long term>short term.

I've heard somewhere that Commodore tends to go deep with his initial scout, but we must be vigilant.
Now that I look at it there's a few things that look off in that screenie,forest rice, plains near the equater and a possible lakes clam...what were you thinking of?

Note for later: we won't need culture there as the caps third ring (including the ivory will pop T50
In unrelated news I'm back in cog contact soon, so expect to see me logging in from time to time (I may even find time to update the sandbox and write those opponent summaries - I have a life too though, so they won't be done tomorrow wink
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I updated the sandbox last weekend when I had a chance. I stopped adding in the new scouting information after we got about 15 west of the cap because I doubt we'll be settling anything past there before T100. I was going to try and update it again this weekend after moving the warrior around in the east and uncovering a few more tiles.

_________________________________________________________________________________
I couldn't wait until the turn rolled to log in and follow up on the hint from the screenshot above ... and I was correct. We have explored enough E/W to know that the map is 65 +/- 2 tiles wide (about what I guessed earlier). What tipped me off is the fact that I have the warrior selected, but the little "bubble" that jumps the view back to the warrior is on the LEFT side of the screen, meaning that we have passed the halfway point.

Zooming all the way out and left gives us this:
We can JUST see the edge of our view to the east of Grand Slam.
[Image: T23%20map%20%281%29.jpg]
Navigating the view until the little bubble jumps from left-to-right with a single press of an arrow key gives us:
[Image: T23%20map%20%283%29.jpg]
[Image: T23%20map%20%282%29.jpg]
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And the turn rolled while I was typing that up smile ... I'm rather nervous about risking our warrior on flatland. This turn was safe because I had vision from the hill, but next turn we could run against a barb sitting E-E or E-NE. What would you recommend? for scouting purposes, the best movement would be NE-SE-SE, and then circling back towards the area north of ivory for when the settler completes in 5 turns, but that puts us on flatland for the next two turns ... There's been a lion wandering around to our north for about 10 turns, but I haven't seen anything to our east.
[Image: T24.jpg]
Demos ... Azza and 2metra both got their creative 2nd-ring points this turn, and each got 11 tiles second ring. Someone is only generating 3-food (probably the same person who is producing 5 hammers) and a likely candidate is TT, who hasn't grown to size 2 yet.
[Image: T24%20demos.jpg]
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NOTE: AT just whipped ... confirmation that he teched Mining > BW, but he's whipping without granary so it's not TOO much of an advantage.

Attached is the updated sandbox (T23 I think ... I renamed the file just now out of the game and I forget exactly when I made the latest update).


.zip   Sandbox_T23.zip (Size: 31.55 KB / Downloads: 1)
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I agree with maximizing scouting.
However, where's the second city going again?
If it only leaves borders in-turn, then there's no massive risk if we most the. warrior, as it won't carry the potential more of a city.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Yeah, for 2N of ivory it only leaves borders in-turn, and even if we plant next to an animal it won't capture the city (animals never move to any tile with culture, including the city center).

Scouting: I can capture the scouting for both units in the same shot now smile
[Image: T25.jpg]

Demos T25: power decrease of 1k is from AT's whip. Someone grew their capital to size 3.
[Image: T25%20demos.jpg]
Score changes
Us: 61->76 (+15) ... has to be only land. We got 10 land pts last time for 25 total, which fits with our 21 land tiles.

AT: 49->61 (+12) ... Just whipped last turn so couldn't have grown already, thus all land pts. Last increase was 7 (6 tiles first ring). 7+12=19pts or 16-tiles total. AT has 10 land tiles second ring

Comm/BRick: 55->68 (+13) ... Commodore MUST have grown his capital to size 3 because nobody else got a score increse and it wasn't us, and AT couldn't possibly have grown from size 1. Therefore Commodore got 10 land pts + 10 from last time = 20pts or 17-tiles total. Comm/BRick have 8 land tiles second ring ... which seems rather excessive for a city plant with only land tiles first ring. It makes more sense if all the points this turn were land (11 tile second ring), but nobody else got a score increase to correspond with the increase in pop.
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Wow.
I never thought we'd get this close to cicumnqvigation with the initial unit - I think once the scout dies the warrior should just go on in that direction to clinch it before the barbs get bad.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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