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Intersite Game - Turn Discussion Thread

Idea: Do we want to let the barb pillage the copper? We talked for a while about building warrior for "cheap" MP...

Kalin
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(November 19th, 2012, 09:46)kalin Wrote: Idea: Do we want to let the barb pillage the copper? We talked for a while about building warrior for "cheap" MP...

Cute, but we'd lose out on the 1-5 tile and would have to make do with our limited number of existing copper units. And we have no workers nearby, and those we have are all tied up with stuff.
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The workboat should check out the northern area first, before going south and finally net the clams.
And I suggest Axe 1 goes 1E to block the barb from entering the village.

As for the copper pillage, what happens to the 9 hammers invested into the axe in Focal Point? Will they automatically go into a warrior? Not sure I like the idea, as we also lose a nice production tile.

mh
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"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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(November 19th, 2012, 10:11)mostly_harmless Wrote: The workboat should check out the northern area first, before going south and finally net the clams.
And I suggest Axe 1 goes 1E to block the barb from entering the village.

Agree on the work boat move. I think the axe 2S of AO should stay put and lure it onto the flood plains. I'd rather kill the barb sooner than having to chase it down, tying down units.

One possibility is to go 1S-1SW with the FP axe (kill the warrior, and then onto the forested hill).
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We can pillage the copper ourselves at any point. And I don't think we should.

Our axes are tied up with barbs, so maybe our workboat should head southwest to help defog the KC site, to keep it safe to settle.

Do we think all barb animals are dead now? If we only need to look out for 1-movers that makes things easier.
I have to run.
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Maybe our warrior up north should guard the gems site along with the incoming spear. Then the axe in MM can move SW-SW this turn and deal with the AO barb. The axe S of AO can move NW and be ready to guard KC next turn.

Our workers and work boat can make sure KC is clear from 1-movers, but not from 2-movers.
I have to run.
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Thinking more about it, I don't like having our copper pillaged. It's not like we can really take advantage by building many warriors now, we lose the very nice 1/5 tile, and we don't have worker labor, so scratch that. I thought I'd mention it just in case.

Kalin
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Turn 67 - 1320BC

First the turn report from last turn, then we'll move on to the current turn. This will be fairly short.

[Image: ISDG-249s.jpg]

The main news from the turn was our triple-whip of the settler in Focal Point, going from unhappy at size 6 -> size 3. This settler moves the next two turns and then found the clams city on T70.

Workers elsewhere did one turn's worth of busy work (pre-cottage or pre-road) while waiting for Math to finish and complete their forest chops at Mansa's Muse. The whip overflow from our worker there was also enough to knock out a 1t axeman, which we desperately need to deal with these barb issues. Elsewhere, the workers began a floodplains cottage for use at the upcoming clams city.

I used the micro plan that novice typed up, largely because it was the only one that was typed up and easy to read. I'm sorry that I did not have enough time to go through all of the other alternatives listed. Having things in a table of some kind makes them infinitely easier for me. Here is what we're looking at: https://docs.google.com/spreadsheet/ccc?...PN0E#gid=5

I view this as kind of a rough draft; we should be able to keep working at this further. T-Hawk has suggested we start making a detailed plan to connect stone and go after Hanging Gardens, which I think would be an excellent idea. I'm a well-known Pyramids skeptic, and I don't see it holding too much value for us here. Hanging Gardens and Mausoluem would be synergize very well with our planned rapid expansion strat.

[Image: ISDG-250s.jpg]

Here at the Demographics, outdated now. I won't say too much more because we have another new turn ready to go.
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(November 19th, 2012, 12:41)Sullla Wrote: I used the micro plan that novice typed up, largely because it was the only one that was typed up and easy to read. I'm sorry that I did not have enough time to go through all of the other alternatives listed. Having things in a table of some kind makes them infinitely easier for me. Here is what we're looking at: https://docs.google.com/spreadsheet/ccc?...PN0E#gid=5

I had another typed-up micro plan in a similar format, but I can understand if you missed it. My plan had the advantage that we could speed up the gems mine to T76, but at the cost of delaying the granary in Bananagem. It was still pretty rough and would need more work.
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Regarding this turn my favorite solution currently is:

- Move new axe from MM SW-SW, so that the barb can be destroyed.
- Move axe in the south NW, so that it can secure Keep Clam. After the settling is done the axe can scout in the south while the axe that came from MM can move to Keep Clam.
- Warrior and Spear will move towards and eventually guard Junglegem city.

Note that I am heavily emphasising scouting in the south, while that is the closest area that we have not yet discovered, we will get the settler for city 7 only in couple of turns and south is currently the only area where we have enough worker support for launching a new city.

This solution potentially frees up the worker NW of MM, because the road for axe is not anymore crucial. Maybe this helps in speeding up the gems to t76?
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