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Intersite Game - Turn Discussion Thread

Turn 47 - 2120BC

So we had the question of where to move our scouting warrior in the southeast. There wasn't a strong team consensus on this. I considered T-Hawk's suggestion to check out the coast for seafood, but ultimately I wanted to get our warrior back towards our territory, so that we can send another warrior off to the northwest to go scope out the fish area. I also couldn't help but remember the last time I moved a scouting warrior onto flat ground, which turned a unit into lion meat. In the end, I went southwest onto the hill:

[Image: ISDG-154s.jpg]

Well, there's another lion. lol It's unclear how far the land extends down to the south; this being a Toroidal map, there's probably someone else down there if we go far enough. For the moment, nothing else too terribly useful spotted.

We have a promotion unused, and I suggest taking Combat I. No screwing around here, we don't want any mistakes. With a hill bonus, C1, and the slight bonus we get against barb animals, we should be huge favorites to survive. I have not promoted or ended turn to allow for team discussion. Assuming the unit lives, I plan to move northwest along the ridge of hills and return to our territory, so another warrior can go scout the fish.

We settled a city this turn:

[Image: ISDG-155s.jpg]

There were few comments on city name, and I went with my suggestion of Focal Point. This lets us use easy two-letter abbreviations for each city: AO, MM, and FP. Useful to save time.

Workers A and C moved to the copper resource and mined it. Worker B put another turn into the forest chop, which is now 1t from completion and will be cashed in shortly. Focal Point is working the copper resource as listed in the micro plan; I believe that someone said that it can work the grassland forest instead and still finish the granary on time. Someone please confirm this before I make the tile swap.

We are running 0% science this turn, since we'll run out of funds otherwise. Focal Point took us from -3gpt at max rate to -8gpt. Cities are very expensive on this map. Polytheism due in 3t after we resume research, on T51. We will found Hinduism if no one discovers it in the next few turns (religion still unclaimed).

[Image: ISDG-156s.jpg]

Here is Adventure One working the corn and all of the cottage tiles. Our micro plan calls for a 10t settler here, followed by a worker double-whip and then regrowth onto granary. Make your alternate suggestions now or forever hold your peace!

Mansa's Muse has picked up the deer tile, so that with deer + corn it will grow in 2t (and fill up its new granary in the process). Focal Point, as stated before, it currently on unimproved copper, pending confirmation that we can work grassland forest this turn.

[Image: ISDG-157s.jpg]

Start of turn Demographics. We are surprisingly competitive despite 0% science, working a whole bunch of 2/0 and 1/1 cottage tiles, and not using the gold resource while growing to size 3 at MM. I'll take it. We need 2t more, at which time we'll pick up the gold again and an improved copper resource. Should look pretty nice about then.

Elsewhere, we were the fifth team to plant a third city, right in the middle of the pack. Expect CivFanatics to add their own third city very soon. We have tied Apolyton for the lead in total pop once again at nine pop. On this turn, We Play Civ and German team both gained 1 pop, and CivFr gained 2 pop. That's all I see so far, at least at the start of the turn.
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We should work the grassland forest this turn. I've run the sim several times and paid full attention to the micro thread. No one has come up with a reason to not do this - it trades 1h for 1f (good trade in a vacuum) and has no near-term implications that would make it bad.

Regarding the warrior, there is an argument to be made for not taking the promotion: If we consider quick exploration to be more important than safety of the warrior, such that after the attack we would continue to explore with him in a wounded state, then we may actually reach a higher life expectancy for him by promoting after combat to heal. It would probably be useful to know the odds benefit taking the promotion would give us, to make this decision.
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Why don't we promote to Guerilla I now (I don't like the idea of not promoting before the fight in this situation.)? It gives15% more defence then Combat I and we can use it to keep exploring the southern perimeter.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Warriors can't take Guerrilla. Just Combat, CR or Woodsman.
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Without knowing the odds, I'm in favour of promoting to C1. And yes, we can work the grassland forest this turn.

As for the plan for AO - I've suggested settler->worker (whip)->granary, but it's mostly based on gut feeling, so I'm willing to be convinced otherwise. The main thing is, I think we'll be ready to settle another city in 10 turns when the settler will be ready. A worker build followed by a settler whip could get the settler in a similar timeframe, though.
I have to run.
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SevenSpirits Wrote:Warriors can't take Guerrilla. Just Combat, CR or Woodsman.

Of course. Combat I it is then, I would say.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
Reply

SevenSpirits Wrote:We should work the grassland forest this turn. I've run the sim several times and paid full attention to the micro thread. No one has come up with a reason to not do this - it trades 1h for 1f (good trade in a vacuum) and has no near-term implications that would make it bad.

Regarding the warrior, there is an argument to be made for not taking the promotion: If we consider quick exploration to be more important than safety of the warrior, such that after the attack we would continue to explore with him in a wounded state, then we may actually reach a higher life expectancy for him by promoting after combat to heal. It would probably be useful to know the odds benefit taking the promotion would give us, to make this decision.

Agreed, work the grass forest. Not immediately useful but 1f>1h, the sim works out. Someone can check the odds, but instinct says take the promotion. If he ends up hurt he can return for MP duties and swap out with a healthy warrior.
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novice Wrote:As for the plan for AO - I've suggested settler->worker (whip)->granary, but it's mostly based on gut feeling, so I'm willing to be convinced otherwise. The main thing is, I think we'll be ready to settle another city in 10 turns when the settler will be ready. A worker build followed by a settler whip could get the settler in a similar timeframe, though.

I like this thought. Doing it this way means fewer hammer-turns are spent in the queue, if that makes sense.

I guess the question is: do we want to whip AO In about 12 turns? If so, I think this logic holds and worker first will be better. If not, settler first might serve our goals better.
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Also, it's better use of overflow to whip the settler instead of the worker. We get a 25% malus on foodhammer overflow from a worker, which we avoid with the settler.

If we get 16 foodhammer overflow from a worker, that gets rounded to 12 hammers into a granary. If we get the same from a settler, then we get the full 16 hammer overflow into the granary.
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kjn Wrote:Also, it's better use of overflow to whip the settler instead of the worker. We get a 25% malus on foodhammer overflow from a worker, which we avoid with the settler.

Oh right, we are expansive. Of course, that actually makes it worse to slowbuild the worker, and more efficient to whip the worker.

The overflow reduction is a red herring, it's generally speaking a wash, since we get on average the same amount of foodhammer overflow from the worker no matter how we build it. The increased overflow from whipping is all hammers, which got multiplied by 1.25 upon the death of the population.
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