If I'm extrapolating scooter's micro from his few screenshots correctly (and this is not certain), his warrior is about to move into Pindicator's scout's vision, e.g. onto the windmill. That would put Pindicator out of the game solely based on the fact that he moved first this turn - he'd have 1h into a warrior and only 4t more to put hammers into it, with 3h/t being his max production.
Pindicator would actually have a small chance to save himself regardless, but due to his capital's terrain it's quite low. Someone being attacked by a C1 warrior who's just 1t short of completing their own warrior, and whose attacker is moving last in turn order, can place their worker in a tile next to the enemy warrior and their own capital on the critical turn. Opponent's best move then becomes to capture the worker. If they decide to take it, then the victim has a 32% chance to recapture and continue on with their game. (Meanwhile the attacker has a 68% chance to raze the enemy city AND get a free worker, which is why it's technically a great choice for them to make. Though remembering that the warrior rush isn't a game-logical move in the first place, the odds that they take this "best" move are certainly not safe!)
In this case though, the two tiles that are adjacent to both the warrior's approach and to Pindicator's capital are a peak and a forest behind a river. So his odds of recapturing the worker and being able to continue with the game are so miniscule as to make the gambit essentially a free worker gift for scooter.
I'm a bit confused. Scooter and Pindicator both have a t15 screenshot of the same land, where their units are in vision range of each other. But neither screenshot shows the other player's unit. I guess there was a reload, but that doesn't help me understand which screenshot represents reality.
Also, scooter apparently went for the fastest possible warrior even though in every screenshot he posted he was working the fish rather than a forest.
scooter definitely worked the wrong tile on the first turn, not sure about the rest. If you mean the screenshot of him having completed the warrior already, it's quite possible the tile was switched after the turn roll.
Of course in all of this I think Serdoa is actually closer to him than pindicator.
t0, t1, t3, he has screens showing working the fish. Lewwyn posted a shot working the forest on t2, but apparently t0-2 got replayed. I assumed that scooter's consistent working of the fish, plus the fact that the only non-voided-turn screenshot showed the fish being worked, meant that they were going with that plan (grow to 2 and get warrior over 10t). Which by the way would have been perfectly sufficient to take out a standard 15-turn worker start that works a food tile after that to grow.
Edit: and neither of them played with detailed city bars so we couldn't tell what the completion times of the warrior or the growth were.
(September 8th, 2013, 17:33)Commodore Wrote: Yep, Krill's hook-up was faster than ours, ah well. I expect a fair few to be graduating to the 2-pop club very soon.
/envies Scooter's Lakefish.
(August 25th, 2013, 17:11)Krill Wrote: The more I look at this the more I think "Eww". 15 turn worker. I've already explained why I don't like the fish, and instead I'm considering just getting a settler at size 2
It may be that I misunderstood Krill's objection to the fish, and it's not that he hates fish so much as fish in combination with the rest of his BFC.
Edit: No longer relevant, but left here for scooter, Lewwyn, and Cyneheard's amusement.
So, no sympathy for scooter et. al. Normally, I would have plenty, but they knew they were playing sub-optimally when they went warrior first, and if I was another player in the game, even one that they weren't attacking, I'd be a little annoyed at this method of kind of throwing the game for their target and themselves. To be clear, I wouldn't feel this way if scooter thought he was making the right gameplay move in the first place. It was the right move from a personal fun perspective, I suppose, but, if his attack had succeeded, at others' expense, and that combo is off-putting to me.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.