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Intersite Game - Turn Discussion Thread

(November 20th, 2012, 02:37)kjn Wrote: Of course, this route will make HF even more starved for good tiles, since AO will want to use the cottage by the lake more often.

Starved for good tiles? You are not suggesting we have too much overlap, do you? wink

That aside, I like the idea of the swap to the religion. (It's Hinduism, though.) We have to do it anyway at some point and the Golden Age does not seem to come around any time soon.

mh
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(November 20th, 2012, 02:46)mostly_harmless Wrote: Starved for good tiles? You are not suggesting we have too much overlap, do you? wink

That aside, I like the idea of the swap to the religion. (It's Hinduism, though.) We have to do it anyway at some point and the Golden Age does not seem to come around any time soon.

No, we have too few workers around HF, that's all.

I will probably do a test run this afternoon, if noone beats me to it. And T69 will probably carry the least cost for a revolt.
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(November 19th, 2012, 20:38)Sullla Wrote: Production in Horse Feathers changed to an axe. I want to point here that if we do whip the axe in HF we'll have a double unhappiness penalty for quite some time. The current penalty from the last whip still sits at 8t. If we stack on another whip, we cannot grow this city beyond size 3 until the gems are connected. I'm not sure that I think this is the best plan... hoping we can find a better way to use this city than capping it at such a low size.

I agree that it's a bit extreme. I'm definitely open to alternative suggestions here. One option is to grow to size 4 on the axe build, which should bring it to 4/35. It's then 2-whippable for whenever it fits our plans, and we can start a worker or settler. We would need a MP, we could use the warrior from AO if we put our "zone defense" axe in AO. We could also use the warrior by the gems but I would prefer to have that warrior go scouting since the spear will be stuck defending the gems city.
I have to run.
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(November 20th, 2012, 00:54)antisocialmunky Wrote:
Quote:(Good news: we are surrounded by weakish teams!)

I wouldn't exactly call it good. The bad players tend to get goaded into proxy wars against their better neighbors from what I've seen from diplo games. Templars against RB, Jowy/Dantski vs Spullla,

Thanks for the compliment, I'll be sure to put you on my xmas card list.
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I think novice has the best suggestion about unit shuffling: move our planned zone defense axeman into Adventure One, and move the warrior in there into Horse Feathers. That would allow the city to sit at size 4 and work some cottages while building a worker or whatever (until the happiness penalty wears off and we double whip it again). Let's see where the barbs move next turn and go from there.

I'm also curious about what was wrong with the exploring work boat move this turn. There is no tile where we could have gone this turn that wouldn't have put us in exactly the same place as moving northwest-northwest next turn. We'll be on the water tile north of the stone no matter what.

And I always want to be near the research/score laggards in a game like this. They are the easiest to attack and devour later. CivPlayers and Apolyton have played strong games so far. Why would we want to compete with them when we could compete with "warrior first" We Play Civ and "no idea how to whip cities" German team instead? biggrin
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(November 20th, 2012, 10:29)Sullla Wrote: I'm also curious about what was wrong with the exploring work boat move this turn. There is no tile where we could have gone this turn that wouldn't have put us in exactly the same place as moving northwest-northwest next turn. We'll be on the water tile north of the stone no matter what.

We would have been 2N of the stone next turn. (Tile bleeding indicates water there)

mh
"You have been struck down!" - Tales of Dwarf Fortress
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"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Turn 69 - 1240BC

There is a lot going on right now. This will be fairly lengthy.

[Image: ISDG-258s.jpg]

Here's the north after moving the spear and the jungle warrior. We found a dry rice resource on one of the unfogged tiles, which will allow us to field another strong city up in this area. This is going to be an extremely productive area later in the game if we can claim it from the German team and We Play Civ. Here's a tentative stab at a dotmap for this region:

[Image: ISDG-259s.jpg]

The red dot is bananagems, which will be founded in 2t. Blue is the most obvious spot for a city that claims spices and the bananas over there. We'll want to found this city right around when we discover Calendar, probably in about a dozen turns or so. That leaves purple as the most logical fill-in spot between them. As a border city, it also has the advantage of being situated on a hill. A tile further north would be even stronger, assuming it isn't already swamped by German culture down the road (which it likely will be). Green could be placed where I have indicated, or somewhere else depending on what we find over there. There's also 100 grassland tiles in this picture, which will be extremely valuable after all the jungle is cut down and turn into cottages (or workshops or whatever).

We did find horses this turn! But not in the most useful of spots:

[Image: ISDG-260s.jpg]

I really hope these aren't supposed to be "our" horses, as they are in quite a tough spot to claim. We'd have to go all the way around those northern peak tiles to reach this spot by land, so it almost might as well be an island for our purposes. Looking less likely to be an actual island at this point. A city on the stone tile is looking better and better. We probably need Sailing and a galley to reach this spot.

The work boat will now head south to check out how far this lake/sea extends. Moving another tile further north won't reveal anything extra.

[Image: ISDG-257s.jpg]

Here's what the south looked like at the beginning of this turn. We had yet another barb warrior move onto the clams spot between turns. I was getting 97% odds to attack it with our axeman, forested hill or no, so I went ahead and whacked it, taking minor damage in the process. The middle barb did not move as expected onto the floodplains cottage, but over towards Focal Point. The final barb in the southeast moved forward another tile.

Let me put some signs on the map to distinguish between all these axes:

[Image: ISDG-261s.jpg]

Axe 1 killed the barb warrior in the southwest, and is on the clams site. Axe 2 killed the barb warrior on the copper last turn, and is sitting in Focal Point. Axe 3 is in transit moving down from Mansa's Muse. Axe 4 was just born this turn.

We get 99% odds to kill the barb on the hill tile with Axe 4; I suggest that we take it. Yes, it will delay this unit from moving over to the west, but better to be done with this barb immediately. Axe 2 can promote and heal to full health this turn in Focal Point. (I'm assuming Combat I; not seeing a Woodsman axe as too terribly useful at this point.) That axe will be full strength and ready to kill the final barb when it moves closer. Axe 3 can move into Adventure One and allow the warrior to go cover Horse Feathers. Axe 1 will promote and heal next turn, then can move down into the south to continue scouting. Let me know if there are any alternate suggestions.

We are planning on revolting this turn to Hinduism; we probably need an adjusted micro plan to reflect this. In particular, we could use another plains river cottage for Mansa's Muse to work, now that it will be happy-neutral at size 4 instead of size 3. Here is the one that kjn has been working on. I've moved the workers for the current turn according to this plan: https://docs.google.com/spreadsheet/ccc?...3Smc#gid=6

[Image: ISDG-262s.jpg]

The Demos are fairly mediocre at this point. Most troubling is the Food stat, where someone is all the way up to 68. That's almost entirely due to teams founding extra cities; we'll get another 10 Food immediately when we found our two cities with settlers en route, not counting pop growths at Focal Point and Horse Feathers. But still troubling. We definitely need to keep expanding. Can't afford to fall behind.

Maintenance costs are brutal on this map. We would be losing 19 gold this turn at 100% science, if we weren't revolting. A few too many units outside our borders are costing us extra gold. It's a very good turn for a revolution. Some of these teams with weak economies are going to be totally crippled. It's a major shame we weren't able to Oracle Currency tech. Ah well.
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Agree with all the suggestions.
If we can safely settle that jungle belt, I am absolutely fine with CFC settling near our borders. Once those jungles are converted into cottages, we will not have to worry about commerce anymore.

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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What about letting Axe 2 kill both barbs - if we could get that up towards 10XP that would be huge. Early HE (pre-human war) would be very advantageous.

If it has 2 XP, and can continue doing these 2XP battles (I forget where the cutoff is but it's somewhere around 98%), we would only need 2 more
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Axe 2 is wounded and has a 91.4% chance, IIRC. I think Axe 4 had 99.1% chance of so, which I belive is enough for 2 XP.

Agree on clearing out the barbs as soon as possible.
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