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[SPOILERS]A new adventure of Vanrober always guided by chumchu

Okay, I thought there might be an archer coming. We should fortify all three warriors in the city then.

We should fortify one of the southern warriors in pomegranate just in case he tries to go further. We should just have the time to chop an archer there if it is a 4 turn tech for us and 5 turns for his archer to move there.

Archers can clear up his warrior but to clean up his archers we need axes. This makes copper and city F all the more important.

Remember that we win in the long term here. We have more production. He also has to pay more for his units if he builds a large number of them, as he has fewer cities and they are in our territory.

It is still inefficient for us so we should try to make him sue for peace by threatening his territory when we have a spare unit.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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I ve put the warriors in the city, so they get some better ods in case he is coming with archers. But i asked again for peace.This is useless for both.

I dont know if he plays chess, if thats the case, he should know that development>material. So men, dont lose time and start develping!
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He is bringing both archers and both warriors. He didnt enter on our borders for the costs, and he is trying to flank somehow with that warrior. He might try to get the caw? Maybe prevent us to get the copper of F city?

So i think we should move one warrior to the city and the other to the caw, if he keep trying to go south we move one the new of the city to the F city with the road should take less than him.

I moved the scout towards his city so we could camp his corn so he cannot work it. I think scouts are unable to pillage.

   
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Quote:Ruff_Hi
another day, another turn.  Slowly developing.

Settler finished this turn ... archers getting into the combat zone, road tech finishes next turn.

Celtic offered peace deal.  I might reply with 'pogrom' to their next offer.  Might not ... might just let them feel my pogrom.

Ruff put this into the general vision of everyone. I have no idea what pogrom is. It seems he feel like making a second city in turn 45... Isnt it too slow? So probably will start making more archers to come.
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That is an epic mistake. Leaked a lot of info. Pogrom is a word from Russia under the Tsars. It denotes violence against or massacres of ethnic minorities (often Jews). I do not really know what he means by it in this context but I do not think it is friendly. We should probably build some archers/spears/axes. Settler turn 43 is indeed very slow. Maybe he has just played badly with micro as well?

I think he might be planning to settle the riverside grass hill next to copper and is trying to protect it and disrupt us.

Scout can not pillage but you could stand on his corn. If he has a road to it we could lose the scout so I would be careful. Remember that he moves after us so he can just kill the scout to clear the blocked tile before production. I would most of all value the information on his movement we can get with the scout.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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(December 5th, 2020, 15:01)chumchu Wrote:  I would most of all value the information on his movement we can get with the scout.

What this means?


And what do you think about the flanking? About worker micro? does copper conected on turn 50 good enough? what to build after the settler on capitol?
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Also what are we going to do if he gets copper sooner?
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really is this ethic/legal? Ruff is camping to play last the turn and then spend minutes in the new turn and get information that he should not have. This turn has been 20 min in the new turn... before me... I dnt know... i dont feel this right.

   
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I think it is more important to keep the scout alive to look at where he moves his settler, what units he builds, et cetera rather than blocking the corn for a turn.

I logged in to take a look. He has not moved the warrior further but is camping the hill with the archer.

Copper: The fastest way to get copper online is to settle city F asap. We have all four workers in the area anyway.

Worker micro: We should use the two workers south of cow to road the ivory and copper tiles so that the settler can get to F hill in two turns. Move one of them to copper this turn to avoid wasting worker turns. When roads are finished both improve the copper.

The two workers south of pomegranate: one of them should definitely move to the forest one NE of capital. That can be chopped into an archer in Figs and then it can move to copper and help out on the mine without wasting a move. The other can either: a) road the tile 1 E of their current location and then help on the copper or b) chop the forest 1 W of pomegranate.

Plan a) gives us copper turn 48. Plan B gives us copper turn 49 but an additional chop into figs. I think both plans work but prefers b). The two chops both go into an archer in figs turn 47 which should finish that another turn 48 probably. Then from turn 49 we can build axes and spears.

The two warrior should fortify on the sheep hill. The 2 xp warrior should promote to combat. If he attacks it he has 75% chance to kill it but will also go down to 43 Hp on average which means an easy kill for us. That is a bad engagement for him as he would most likely trade an archer for a warrior.

Unless it is an emergency I think the capitol should continue with workers/settlers as it has grown nicely into its good tiles.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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I noticed that as well but I assume he might have either forgot to log out or was writing a report for the lurkers. He does not gain that much info in this case.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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