September 21st, 2012, 03:17
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Okay. Played Turn.
Followed turn 38 plan, moved worker A sw of cap, and worker B onto forrest 2w1n of cap for chop next turn.
Moved both the quechas towards tortuga.
Changed research to Hunting.
Can someone else please take the screen shots of the demo screens. Clearly my effort in taking photos is not the best. At any rate, I have attached what I took in the demos thread.
We also will be able to view green teams demographics in 4 turns. That will let us know what their power rating is like and see if we really have something to worry about.
I will be unable to play any turns over the weekend so who ever is playing them, good luck.
September 21st, 2012, 09:40
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thestick Wrote:...
...
T44 B completes Roading the Copper, A starts Mining.
T45 B and A both Mine, completing the Mine. Copper is connected T45.
Are we on normal speed? I'm pretty sure mines take 4 worker-turns on normal, and right now you have 2 from A (T44&45) + 1 from B (T45). This would slow copper for 1 turn.
Also, with both Q's moving towards Tortuga have we left the Barbados undefended (if we still have a Q in capital that I didn't count then disregard my this)? With copper now on T46, the earliest we could whip Axe is T47. If warrior can't reach until then we're ok, otherwise we should keep at least one home and get fortify bonus.
Actually, if the M3's farthest warrior can't reach Barbados until T47 I might favor attacking the closer warrior in the open with both our Q's to prevent if from causing trouble. We DO NOT want to risk even a low-odds attack against Barbados with a single Q defender, and it would be best to save our whip for an Axe.
September 21st, 2012, 16:28
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I actually had a bit of time this afternoon so I logged in take a peek and grab a screenshot to meditate on. I was also curious about the odds of 2 warriors vs 1 Q fortified on hill. I created a city on a hill in worldbuilder, put in a Q with full fortify bonus and tested the scenario. 6/10 times the 2 warriors defeated the defending Q and razed the city. I was expecting our odds to be considerably higher, and in light of that I'm surprised M3 isn't attacking. With 60% odds I'd take the shot, at least with the first warrior to see if it does much damage. I really hope M3 doesn't move both warriors in on our capital in the next 5 turns, because we do need a second defender at Tortuga.
I propose moving both Q's 1SW from their current position and then holding. From there we can retreat towards capital or reinforce Tortuga according to M3's movements. I really wish we had a road!
September 21st, 2012, 17:08
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Cornflakes Wrote:Are we on normal speed? I'm pretty sure mines take 4 worker-turns on normal, and right now you have 2 from A (T44&45) + 1 from B (T45). This would slow copper for 1 turn.
F me - ive never played on normal. are chops 4t as well? because i counted 1(move onto it) + 3 to chop
sorry guys - good catch corn. stick - does your plan use 4t for the mine? maybe you corrected me
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
September 21st, 2012, 17:30
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We've made contact with Trolls! luckily just a scout - if it was something else, they'd be soon staying at our empty cap. scouts cant capture empty cities, right???????
In micro news- the sign says "t41 chop", but the UI says 3t to chop (t42). looks like we need to redo the plan. frickin normal speed.
think we might be able to catch M3 - they can't see our reinforcements now (dont think they can see both. if we occupy the hill with 1 Q, they might move to the unforested hill - we could then take the 2for1 shot. I think we should take 2 for 1s if we can get them - assuming the enemy isn't in a forest.
Here is the military situation (with troll's scout position):
i am thinking
A - W onto GFH
B - SW
then if trolls move either SE or NE with their warrior , we get a 2 for 1.
Now.. here is where i am concerned... they realize that the 2 for 1 vs Tortuga is a decent risk and move both warriors together (SE and NW) and occupy the tile NE of Tortuga. Even though we have 3 Q that could attack - we would be taking a big risk to do so. and they could hit Tortuga with 2 warriors.... hmm.. we'd probably be forced to attack to wound them enough that they;d have no chance of taking tortuga.... this might not be that bad - although 2 wounded warriors moving barbados could still be uncomfortable.
so military choices:
1) hold in place - hoping they have no designs on tortuga 2v1 (or more warriors in the fog).
2) move as above hoping to catch their one warrior on the open hill and take a 2v1
3) move SW , SW, ensuring that tortuga gets some defense - if they take a 2v1 on our Q, we could respond and clear their remaining warrior out.
micro choices: someone needs to work out a new plan. - i apparently am terrible at it
diplo choices: we should talk to trolloloololollos asap
I logged out without ending turn.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
September 21st, 2012, 17:34
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posted demos in thread - we really need to start tracking hammers in the box on M3 - I included a screenshot there - can you turnplayers remember to grab that espionage screen each turn as well?
thx.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
September 21st, 2012, 19:13
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waterbat Wrote:Now.. here is where i am concerned... they realize that the 2 for 1 vs Tortuga is a decent risk and move both warriors together (SE and NW) and occupy the tile NE of Tortuga. Even though we have 3 Q that could attack - we would be taking a big risk to do so. and they could hit Tortuga with 2 warriors.... hmm.. we'd probably be forced to attack to wound them enough that they;d have no chance of taking tortuga.... this might not be that bad - although 2 wounded warriors moving barbados could still be uncomfortable.
This was almost my exact progression of thinking. I don't think it's worth the risk. I strongly favor both Q's 1SW. The first to keep M3 from grabbing the square with both warriors, the second to be within range in case M3 attacks. This could turn into a game of chess if they decided not to attack, but that's ok because I would rather keep them busy maneuvering in the open than attacking (also I rather enjoy playing chess ).
I don't know if i'll be online when our next turn comes up, so I'll give my input for that turn based upon the supposed M3 moves.
For us T39 both Q's 1SW. The moves I expect are the two green circles (forest hill and fortified on grassland forest). If they don't take 2v1 this turn they probably won't next turn, so for this case for T40 I would hold one Q 1NW of Tortuga and move other Q 1N following yellow arrow, occupying hill and trying to tempt forest-hill warrior 1E for 2v1.
If southern M3 warrior moves to red instead of fortifying then attack 2v1 on T40, if it moves to blue ... ... ... I think if warrior moves to blue then on T40 we need to retreat both Q's 1NE (i.e. back to their current position). In blue case Tortuga is safe except for appearance of axe from the fog.
If M3 moves into Tortuga culture then obviously move Q into city, otherwise if M3 remains outside our culture then hold it's position at orange. We will need it there for our game of chess.
September 21st, 2012, 20:06
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Attempt at a micro plan, current status: 45/100 hammers into settler @+10/turn, 3 turns remaining on forest chop. I canât remember our naming scheme for our previous micro plan, so for this plan worker 1W1NW will be âAâ and worker 1SW will be âBâ (see spoilered screenshot)
T39 -- worker A: chop forest (1/3), B: 1N road (1/2), settler 55/100 [after ending turn]
T40 -- A: continue chop forest (2/3), B: finish road (2/2), settler 65/100
T41 -- A: finish forest chop (3/3) +20H, B: 1NW road (1/2) ***Order Important***, settler 95/100
T42 -- A: move to copper, B finish road (2/2), settler complete EOT.
T43 -- settler moves, worker A: road (1/2), worker B move to copper.
T44 -- Found 3rd city (name?), Both workers work mine (2/4) ***finishing mine before road allows new city to work mine one turn earlier***, at Barbados 9 hammers into something (5 food/hammers overflow + 4 base)
T45 -- Both workers finish mine (4/4), Barbados +4 hammers (13 total ... not enough for Q before copper comes in) Grows to size 3?
T46 -- Worker A finishes copper road (2/2), Change tiles at Barbados to get 5 hammers into Axe so can whip next turn.
T47 -- whip axe [get it EOT]
Do we already have hammers into a Q at Barbados? If so then the +13 between finishing settler and connecting copper should be enough to complete it. If not, then ??? not sure what we want to build while waitint on copper.
September 21st, 2012, 20:17
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Looks good. We should build something that would allow cap to grow. I think another quecha won't go astray until we get bronze.
With regards to tortuga I think we should move both Quechuas towards tortuga and initiate an exchange or fortify tortuga if no exchange occurs.
September 22nd, 2012, 00:29
(This post was last modified: September 22nd, 2012, 01:11 by thestick.)
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Oh duh you're right, Mines are 4 turns here. So copper really is connected T46, unless I can think of something else. First I got stuck on Normal -> Quick conversions, now it's Quick->Normal. Waterbat, chops are still three turns, I hope. (Pretty stupid that chops get reduced hammers but not reduced time)
But the chop will come in T41. We chop this turn (1/3), T40 (2/3), and T41 (3/3 - complete!) And yes, it's weird that 39+3=41.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
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