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1D 4X Test Games: CH vs Cornflakes

Time for the interesting turn!

Turn:
Build L5 I
Move L5 I 3 times (1-7)
Attack 8 with all 6 units, win with 1 L4 I and 4 L5 I remaining
Expand onto 8, consuming 1 action
Attack 9 with all 5 units, win with 1 L4 I remaining
Expand onto 9, consuming 2 actions

Yields:
Grow due to residual food
Grow again
Research Exploit Base Buff (sidenote, that needs a better name tongue )
Put remaining 9 points into growth

Thoughts that would be in spoilers if this was competitive:
My idea with the double-expand (despite the cost) is that I want to take advantage of my temporary lead in net yields, and now is the good point since if Cornflakes goes with the double-expand to take back the center, it goes below the point where the Tier 3 Expand buff helps. He also doesn't have enough actions to take it this turn even considering that--that only gives him 5 actions to move military, and since 9 is an odd tile, it takes 5 actions to attack it fresh (1 build, 3 moves, and the attack), and he doesn't have enough actions to move the unit onto 8 and still double-expand. (and of course he had to take 9 back this turn, or at least occupy it, or I can reinforce it in the same number of actions it takes to reinforce 8)
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Turn:
Build L5I
Move 3 times (15-10)
Attack 9, L1I remain
Expand into 9, consuming 1 action down to7
Build L5I, move once to 13

Yield:
Research Horse Archers
Grow twice
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Turn:
Build L5 I
Move 4 times (1-8)
Attack 9, win with L4 I remaining
Expand into 9, consuming 1 action
Improve 8, consuming 1 action

Yield:
Grow 3 times
Put 3 science into Chariots
Put 1 Point into growth

(I have no clue if this will accomplish anything, but it's better than infinite buildup)
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Turn:
Move L5I twice (13-10)
Attack 9, L1I survives
Expand into 9, consuming 1 action
Build L5I
Move L5I 3 times (15-9)
Build L5I

Yield:
3 science into Knights
Grow twice
Remaining yield to Growth.
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If you want to abandon this game and start another one with more tweaks to hopefully achieve more interesting combat I'm fine with that.
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Yeah, I'm about ready to abandon it--you're going to take the middle tile next turn (I can just barely neutralize your current force on 9, but I can't take it back and instead you're left with the military), but then I have the short supply line and you're on the back foot. You're probably going to win ultimate control of the central tile (mostly since you're going to get to Cavalry faster), but I have no clue how many turns it's going to take. I want to solidify the tweaks I want to make before we start another game (or ideally, someone else wants to play too), but for that I'll go back to the main topic.
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