I'm thinking it more and more likely that they are not going to come to an agreement with us, and perhaps never intended to. How firm should our response be if they are settling the ivory location? These wouldn't be RB mod-nerfed war elephants we'd be facing. I don't want them to have access to ivory because there's no easy counter to WEs at this point in the game. But, I know we have at least that temporary NAP, so we'd have to wait for the initial one to expire or risk ruining our diplomatic credibility. I'm not ready for that, but I'm also not sure what a good response would be to them settling ivory either. Probably crowding the border with WCs and axes, I guess, unless they pull a diplomatic reversal.
Intersite Game - Turn Discussion Thread
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(February 8th, 2013, 22:22)Sullla Wrote: Am I the only one who thinks it's a bad sign that they responded to all our other messages immediately, while this one has seen nothing back in 24 hours? This is my fault, sorry guys . Super crazy week at work - 12-14 hour work days minimum and stuff like that. They actually sent that reply 22 hours ago, but I never had a chance to post it the bulk of the day... Then when I finally got 15 free minutes a few hours ago, it had totally slipped my mind. So anyways, they responded quickly as usual, I just had RL intervene. Anyways, it's in the diplo thread now. Although, this does make me think with a team this huge, there's no reason I should be the only one who gets the email forwarding.
You're not - LP and Ruff also gets them.
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i thought there was a team gmail account we were using?
edit: duh. gmail information on post 1 of the diplo tracker.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla (February 8th, 2013, 22:22)Sullla Wrote: That road serves little purpose, but better than nothing. Well, doing nothing would actually have been better than building that road, since we could have part-farmed the tile sw of the oasis next turn instead of finishing the purposeless deseet road. No matter, though. Maybe we'll pop oil on that desert tile some day. Do we have worker actions planned out for the rest of the micro plan? What do people think about 3-whipping a settler for max overflow into Moai in HF after it's built the missionary for Seven Tribes?
I have to run.
i think having some roads between border cities should be considered once we have some extra worker turns (will that ever happen?), so building a road there for an eventual connection up to gem dealers isn't completely wasted.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla (February 9th, 2013, 01:03)scooter Wrote: Although, this does make me think with a team this huge, there's no reason I should be the only one who gets the email forwarding. (February 9th, 2013, 02:20)kjn Wrote: You're not - LP and Ruff also gets them. Yep - I get them but I too missed that Scooter hadn't posted this reply - sorry. Normally when I go to post a diplo message, Scooter has already done it.
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.
Turn rolled, was logged in to catch any late or early whips, but no such this time.
I've also noted down our GNP numbers for various techs, that's why I set us to CoL, but that can of course be changed depending on what we think. Over to you, Sullla.
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Turn 99 - 400BC
Revolution! We swapped this turn to Organized Religion and Hereditary Rule civics. No city micro as a result, although there are still plenty of units to move and issues to discuss. There's not much to see with the normal view of our eastern scout, so here's the cultural overlay instead. Our scout is on the tile north of the gems. This allows us to see a pair of UniversCiv cities on either side. We may want to ask them for Open Borders and see if they'll let our scout through; it's worth a shot at least. Assuming they are not interested, our scout will try to slip through to the east in the middle region between UniversCiv and Spanish Apolyton. Up in the northwest, I promoted our axe to Woodsman II, moved one tile, and found this: Another barb axe in the way. My thought is that we still move another tile northwest anyway; if the barb wants to attack, we'll get +100% defensive bonus from forest and Woodsman II. Then we could go southwest-southwest next turn and have an excellent picture of this jungle region, spotting any resources that might be there. I only did this because I wanted to consult the team before putting one of our units in potential danger. We can still retreat back to the east if we want to avoid the barb axe. Thoughts? The southern axe is monitoring the area around the ivory, and will also be in position to move northwest next turn and defog more tiles. That unit can still take Shock or Combat II promotion if needed. These two axes should be useful if CivPlayers tries to do anything in the region. Down in the extreme south, we found... another barb axe. Ugh. The war chariot will face a straight 50/50 chance to survive next turn: cross your fingers. At least we found another food resources here in the form of that sheep. We can eventually plant a city on the plains tile two west of the sheep, which will be able to work cows + sheep + six grassland tiles. Backline city, low priority, worth founding eventually down the road. I'm hoping that we'll be able to survive this battle and move onto that desert tile two east, which would reveal most of the rest of the south. This wave of barbarian axes has been most annoying. Thank goodness we at least have horses connected, and don't have to keep taking 60-70% dice rolls with axe vs axe battles. The barb axe near Starfall moved northeast onto the grassland tile between turns. We had 81% odds with the war chariot, so I went ahead and attacked... only to get a retreat roll. Well, I was not expecting that, and the odds in that picture kjn posted above tells us that we had 1.88% odds to get a retreat, but I'm not complaining. The War Scooter went down to 0.6 health, gained a second experience point, and lived to fight another day. Our Shock axe then cleaned up the mess at 99% odds. We'll be able to promote the chariot to Combat I next turn, heal up inside Starfall without moving, and then probably go check out that new CFC city. We could see into Astan from the hill next to the cows, and that's worth doing so long as there are no barbs to whack in the area. One worker at Starfall roaded to finish the one started next turn, and the other one moved to the corn to begin farming it. You know, we talked about this in the micro thread, and I still believe that roading that desert tile was the best choice. The corn farm gets finished the same turn regardless (T101), and I would rather have a completed road on that desert tile than 1/5 of a farm on a non-river grassland tile that we won't be working. You never know when having a road might be useful for tactical purposes. I made an incredibly stupid mistake over here this turn with a different worker. Worker L, the worker on the tile southwest of the copper, has been minechopping that forest hill for the last half-dozen turns. I had specifically made a note to revolt to Organized Religion and then finish the minechop, just to make sure that we would get the OR production bonus, and then when I came back to this worker, my mind saw the forest sitting there and stupid thought "click the chop button." This did not finish the mine, and our worker action for the turn ended up being completely wasted. Stupid, stupid, careless play. Now that chop will be delayed a turn, and it will likely delay our Mausoleum build a turn as well. There's no excuse for this other than having a brainfart and clicking the wrong action, something I work hard to try and avoid. I'm sorry about all of this; we may need to re-evaluate some of the worker/tile micro on the Mausoleum as a result. Blah. The northeast doesn't have a whole lot happening right now. Workers finished the plantation on the grassland spices between Forbidden Fruit and The Covenant, granting the latter city a 3 food tile to work while waiting for borders to expand. I've boxed in the tile with Worker F, where I've suggested that we might want to road instead of chop the jungle this turn. That worker is unmoved for the moment until we can get a more firm response from our micro team on that subject. I also went through and cleared out a whole bunch of signs indicating half-finished tile improvements. Please do keep those signs in the sandbox for reference purposes, but they clutter up the view too much for the in-game screenshots. It's hard to illustrate what's going on when there are "cottage 1" signs all over the place. Thanks. I'm not doing an overview picture this turn of tile micro because we're technically not working any tiles this turn. Don't anyone faint at the unimproved grassland tile being "worked" above - we are in Anarchy, after all. Anyway, we finished the whipped axeman in Horse Feathers at the start of this turn; where is this fellow going? I did not have a firm destination in mind. We could potentially send the axe to garrison Focal Point, which doesn't have any units inside at present. (Mansa's Muse will be garrisoned by the warrior slowly walking back from Starfall; the axe on the right side of the picture is going to Forbidden Fruit.) We could also use this axe as a defender for a yet-to-be-planted city somewhere on the map, or sail the axe over to Brick By Brick. There's a spear in the galley heading over there in this screenshot. Where do you want this axe to be positioned? There are three Wealth builds to be processed as well: * Horse Feathers is turning its axeman whip overflow into a Hindu missionary. This is actually not up for debate, as we need it for our Hanging Gardens plan. * Tree Huggers has 10 overflow sitting in the queue. Our micro plan has this turning into a missionary as well, and I agree that this would be a great chance to spread religion into our capital. If you would rather build another unit, speak now. * Gourmet Menu has 14 overflow. It's written into the micro plan as using the overflow for another worker, but that's just a vague suggestion. Thoughts here? * Forbidden Fruit has 30 overflow left over from a forest chop. This is probably best used on a worker, and there's even a shortage of improved tiles to go beyond size 5 here at the moment. Willing to hear other thoughts on this before we decide. Our current micro plan starts to run out next turn on T100, which means this is a good time to start working on it again. Interested parties can find it here: https://docs.google.com/spreadsheet/ccc?...kdWc#gid=1 The one weird thing on the Demographics screen was that Imports/Exports number. How in the world did someone get a rating of 30 in this category? Is that some weird artifact of us being in Anarchy? No one has built the Great Lighthouse or Temple of Artemis for trade route silliness, I checked. I don't see how one team could be getting +30 income from trade routes at this point in time. Perhaps that will disappear when we get out of anarchy next turn. Everything else looks extremely good; we're even up to second in Power again behind the German team. We'll run max gold for a few turns before we have to decide on our next research project. This is one situation where binary research works very well indeed. The econ path is Code of Laws -> Civil Service, and our preferred route ahead. The military path is Construction next, and Horseback Riding later if we're able to secure ivory. I still hope that we can work something out with CivPlayers. One final note on them: one of their people logged into the game while I was playing. I sent them a quick message asking them if they wanted to chat, no answer. After waiting a few minutes, I sent another message saying "that's fine, we're looking forward to hearing back from your next message". No answer again. Maybe their player was AFK, maybe they are still stalling for an attack. I have no idea.
Lucky War Scooter is lucky!
Yeah, I can certainly understand that mistake with the worker minechop - make them all the time while sandboxing. I'm more surprised that we've managed to get this far with so few mistakes. I think we should move the axe in Horse Feathers to Gourmet Menu, and the GM axe down to Seven Tribes, allowing our 9/10 XP axe to go hunt down the last XP for Heroic Epic status. FWIW, I think the chariot gets 68% odds due to the barb bonus, but I might be wrong about that. It's far too close to 50-50 anyway.
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