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Intersite Game - Turn Discussion Thread

so, if we wipe out the stack, we're pretty much guaranteed to get a 2nd GG? I think thats important, a settled GG in our HE city will be very nice while building military slowly during peace time.
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Basically, it comes down to whether WPC have any units in striking distance of Warendorf. If they can get the killing blow, we should honor our deal and let them. If not, tough break guys, but we had an opportunity to end the Germans' ability to wage war in a single turn by annihilating their field army and we did just that. Then we tell WPC to mop up the German invasion group and to get a unit to the tundra ASAP because we can't afford to have our troops caught up in the north out of position on T170. And add a turn or two for healing if we need to justify zero delay, as we can't race back to defend with damaged units.

I haven't counted tiles (on mobile ATM) but I'm guessing we don't have much leeway in our troop transport times either way, but particularly if we engage the final two cities so far to the north as it appears we will have to do.
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Domestic stuff for this turn:

Adventure One: resume building the university

Mansa's Muse: swap scientists for merchants; swap gold for grass cottage

Horse Feathers: should we continue with knights, or do a quick domestic build (market or courthouse?)

Seven Tribes: whip the market this turn or next turn? I think I prefer next turn.

Forbidden Fruit: pick up the gold

Eastern Dealers: start market. I think I favour the mine this turn, and the farm next turn, for quick growth over the extra priest specialist

Starfall: put hammers into a courthouse? Do NOT draft this turn

Ditchdigger: whip missionary

Simple Life: can grow 1t sooner if it steals the rice from Cutting Edge this turn

French Riviera: resume barracks, then courthouse?

Frozen Jungle: can grow in 2t by working the farm instead of the mine

Wismar: needs new name; courthouse instead of forge?

The Gauntlet: here I think we shouldn't whip the granary, since we can finish it in 2t (by working the mine) or 3t (by working the sheep) once we're size 2.

Also, Scooter, could you please say what you intend to do with our scout in Apolyton land? It's moving quite erratically. Please, check out that peninsula northwest of Istanbul.
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Perfect! Let's take those two cities and end the war. Try to get a WPC screenshot if possible, if not, Sentry chariot moving SE sees most of the area. I doubt WPC has any units anywhere near those cities. Let's finish this war and prepare for the CivPlayers / Apolyton attack.
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I hate to ask someone to prove a negative, but how would taking absolutely everything not make them hate and resent us with every fibre of their being? Considering how much blood they've shed, I think giving them something, anything, would satisfy them and make them work with us to make us win the game. Even if that something is us razing those two cities and making them settle 1 tile further to the west.

Man, this is a really tricky issue and there are no good solutions. There's a fine balancing act of defensibility, geopolitics, and diplomatic grace.
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Oh yeah, worse case scenario: When WPC gets carved up by CFC and UniversCiv, they cheese abandon their cities to them like they'd think the Germans did to us. Of course, the difference between that and getting rolled by knights (because haha, they're nowhere close to LBs or pikes) spanish-style is... negligible.
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I'll give my city management thoughts by quoting kjn again, my comments in red.:

Adventure One: resume building the university: Yep
Mansa's Muse: swap scientists for merchants; swap gold for grass cottage: Yep
Horse Feathers: should we continue with knights, or do a quick domestic build (market or courthouse?): Keep with the knights
Seven Tribes: whip the market this turn or next turn? I think I prefer next turn.: Whip next turn, since we're running 100% science this turn.
Forbidden Fruit: pick up the gold: Yep
Eastern Dealers: start market. I think I favour the mine this turn, and the farm next turn, for quick growth over the extra priest specialist: Yep
Starfall: put hammers into a courthouse? Do NOT draft this turn: Erm, sure, for one turn.
Ditchdigger: whip missionary: Yep
Simple Life: can grow 1t sooner if it steals the rice from Cutting Edge this turn: Yes, let's do this. Cutting edge does not need growth. It can take back the rice once it's plains mine is finished. I think we should whip simple life's market next turn too.
French Riviera: resume barracks, then courthouse?: Yep
Frozen Jungle: can grow in 2t by working the farm instead of the mine: Mine is fine, working a grass mine is more efficient than working a farm for whipping. Ref: T-Hawk, some time or another.
Wismar: needs new name; courthouse instead of forge?: Yep
The Gauntlet: here I think we shouldn't whip the granary, since we can finish it in 2t (by working the mine) or 3t (by working the sheep) once we're size 2.: Yep

Workers: Can we have one of the two workers north of Speed racer start the last mine at cutting edge this turn?
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The reason I favour Starfall not drafting this turn and the next is that we can't draft it every turn due to food limitation. We can draft 13 out of every 15 turns. Right now we have plenty of maces, but they will be of strictly limited utility defending against janissaries or (worse) riflemen. Ie, lets stock up some food so we can draft more musketmen in the coming turns.

Once we're approaching rifling, we can do the same thing again - stock up on food for a few turns that we can turn into more riflemen.
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(July 12th, 2013, 22:38)scooter Wrote: spoiler for pic ...
[Image: t160_printing_press.JPG]
Nice job math whizzes, we had enough smile. I wanted to do it before any whipping/drafting took us below a threshold or whatever. Anyway, at 0% science that boosted our gold/turn output by 64gpt! Pretty great.

The question I have is how many beakers did we waste?
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(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.
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845 (accumulated) + 2043 (bulb), so 8 beakers wasted. We could have put a hammer into a courthouse in Starfall, or maybe turned one of the scientist in Mansa's Muse to a merchant, but nothing more than that.

Since the bulb increased our economy with 60+ gpt we definitely made the right call in finishing PP this turn.
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