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Intersite Game - Turn Discussion Thread

No, it wasn't what he was doing. He was pointing out that Sulla was contradicting himself, and Sulla was. Contradictions are bad because they can lead to poor decisions being made. Being pedantic about language would be arguing over the definition of a word.
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Honestly, it seems a no-brainer to me to move the Knight and Medic chariots up. What do we lose by doing it? Nothing. A turn of healing. Big whoop. It's two units. What do we gain? Either they give up the city and move their longbow east, or they move the longbow back to the city, making our capture of Weil der Stadt easier, and potentially forcing them to leave more units to defend it, making our capture of their capital easier.

"There is no wealth like knowledge. No poverty like ignorance."
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Sullla dismissed a couple suggestions in the stream.

It was suggested he check the odds of our two-movers against the Quechua. He vetoed checking because it's a quechua, any of our units can kill it.

It was also suggested he move those units up so they are in range to attack the Quecha. He vetoed moving our units because they are useless until they heal.

Something is wrong there - I hope I don't need to spell it out. I was not intending to troll or be pedantic: there was an issue that I felt should be afforded some attention (not just vetoed), and I like to provide logical reasons for suggestions I make, when possible. Bigger, do you think I should have just said "you're wrong - move the 2-movers up"?
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Well, the point was brought up that we might want to intentionally take our time razing that city, since we don't have a settler in the area, nor one even close, if I recall correctly, and we want to reposition it (2 south, possibly?). It would seem that getting out a settler for that spot would be a big deal, since it's liable to fall in the next handful of turns, whether we move the wounded 2-movers up or not. And the last thing we want to do is have to threaten off Apolyton while we have a NAP with them.
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(June 21st, 2013, 22:17)NobleHelium Wrote: Being pedantic about language would be arguing over the definition of a word.

wink
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We have plenty of clock time to play with! Don't take things personally and use this thread for discussion.
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Turn 154 - 880AD

Another German city goes down, and good news in the north.

[Image: ISDG-1072s.jpg]

This was the situation on the main front at the start of the turn. For whatever reason, the Germans seem to be concentrating more on whipping out elephants than whipping out longbows. They only conducted a single 2 pop whip on their half of the turn. In any case, the way remains clear to march on towards their capital of Webringen.

There was only one combat this turn, when we attacked the single axe inside Helm S Klamm:

[Image: ISDG-1079s.jpg]

We had 88% odds to win with this Combat I / Shock knight, and we did win without issue. We didn't get much in the way of capture gold, but we did manage to hold the city:

[Image: ISDG-1080s.jpg]

It had grown to size 2 previously, and therefore did not autoraze. Very good news for us, as this city is a spot that we had picked out ourselves to plant earlier, and it will be extremely strong in about 30-40 turns.

[Image: ISDG-1081s.jpg]

We also used our Great General for a Medic III war chariot (with the +1 movement promotion as well for 3 movement points). Ruff, the maces you highlighted earlier in this thread have either already moved this turn (and thus won't heal) or will heal to full health without needing to promote, due to this Medic III unit. We can decide on promoting those units next turn.

[Image: ISDG-1082s.jpg]

Here's where we stand right now on the main front. All of the available one movers are on the tile northwest of Worms, heading towards the capital. Most of our knights are still inside Worms, since they don't need to move forward this turn and we may as well avoid the extra support costs. The Medic III chariot is also inside Worms. We look pretty set to capture the German capital on T156.

[Image: ISDG-1073s.jpg]

This was the situation in the northwest at the beginning of the turn. We used three workers to road the iron tile, and then moved two maces and an elephant onto the tile south of the rice in German territory. Here's what we saw:

[Image: ISDG-1083s.jpg]

There's a longbow moving down towards Weil der Stadt, currently stuck between cities. We also spotted a single quechua inside Wanzleben. We had a disagreement over whether to move up the two movers inside Mano y Mano (pictured in the bottom left corner) onto the tile with our maces/elephant, which would open up a possible play on Wanzleben next turn. That city was size 2 last turn and will not be able to whip a unit between turns; the idea is to force the longbow to retreat away from the Weil der Stadt battlefield or force them to give up Wanzleben.

The tradeoff for us is that if we move up the war chariot and the injured knight, then the knight doesn't get to continue healing. There's also the potential problem of razing Wanzleben before we have our replacement settler ready to go (CivPlayers or Apolyton could sneak in there and steal the territory away). Overall, I'm not a huge fan of the idea, but you could talk me into it. I'm most worried about razing Wanzleben and someone else poaching the area (Frozen Jungle will grow to size 6 next turn, could swap to settler T156, could whip it T157, and would get up there about T159. Ditchdigger is on the same pace, maybe one turn faster).

Anyway, those mounted units are still unmoved for the moment, feel free to keep discussing things.

[Image: ISDG-1078s.jpg]

On the WPC front, the Germans are apparently holding most of their army just south of the city of Warendorf. WPC told us they have 14 catapults, 7 elephants, 14 axes, and 6 chariots in the area around this city. The good news is that this means none of those units can make it down to the German capital in time to defend it from our attack (well aside from the irrelevant chariots). Even better news is that WPC plans to move their own huge outdated stack of some 50-60 units up next to Warendorf next turn. We expect that the Germans will hit the WPC stack with their own stack, with much bloodshed on all sides. We let them slaughter each other and then run around and pick up all the major spoils from the war. Keep your fingers crossed for that scenario, it's looking pretty likely.

[Image: ISDG-1084s.jpg]

Here's the south of our territory; we were discussing on stream whether it was preferable to draft Let It Snow next turn for a mostly-free maceman, and then let it regrow to size 6 and whip a settler, or better simply to triple whip the settler without doing a draft, getting a mace from the Globe Theatre city instead. The mace/settler pair is intended to head for the marble/crabs location on the southern polar island sometime in the near future. We didn't come to a decision on this, so discuss away. (You can also discuss the merits of grassland cottage versus horses tile at French Riviera if you wish.)

We discovered Alphabet tech and can see all of the techs of the backwards teams now as well. I will try to make a post to that effect tomorrow at some point. Science set to zero for the moment as we make our run to Printing Press next. We have a Great Person coming out of the National Epic city in 6 more turns, with 50/50 odds for a Scientist. If we would get a Great Scientist, we will probably use it to lightbulb most of Printing Press, and then we could immediately put research into Banking or Gunpowder tech. For now though, 0% science is the obvious choice.

[Image: ISDG-1085s.jpg]

Demos are slowly improving in GNP as cities regrow from our last round of whipping/drafting and we start to get some use out of captured cities. We were right around +200 gold/turn before we moved 25 more units into enemy territory. I also have to point out that three different rivals are in Golden Ages right now (Apolyton, CivFr, and UniversCiv) which is distorting these numbers a bit. Our situation will look very good as soon as this war is over.

About playing this particular turn: the Livestream was a complete and utter trainwreck tonight. I'm not even sure if it's worthwhile to do them again in the future. One of the strengths of Realms Beyond is an attention to detail... but one of the weaknesses that goes along with that is that RB can also be obnoxiously pedantic about the most trivial things imaginable. Playing this particular turn was enormously frustrating, as we had a dozen different suggestions coming in at once, I started to get more and more irritated, and the whole thing turned into an ugly mess.

I will promise to be more patient in the future, and to try to do a better job of answering questions. I would also like to ask anyone watching to do their best to remain polite, and not get caught up in any ongoing arguments. Remember, we're all on the same team here. If we have a situation like today, where there's clearly not an agreement on something, we should put it aside for the moment and put it up on the forums to decide later. I want to avoid any kind of repetition from today, where I felt like I was getting grilled on the witness stand and wanted to shut off the game in disgust, and half of the people watching were probably pissed at me. We all need to remain calm and stay polite.
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OK, and you guys are STILL being obnoxious. I don't even know what to say.

You know what, screw it. I'm done with Livestreaming. It's not worth it.
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Nobody was pissed at you. You were the only person who was pissed.
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I am trying to remain calm about this. It's just really irritating working with this level of nitpicking. Can we please just stay focused on the strategy aspects of this game? Please?
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