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[SPOILERS] SevenSpirits becomes self-aware

t64:

I complete the Mausoleum.
[Image: p43t64_1.jpg]
There was a small altercation here last turn and the turn before, as my sentry warrior on the highlighted plains hill was popped by an Egyptian War Chariot, which in turn fell to my spear who was overseeing the lumberjacks. I had the warrior there because I wanted vision on the tiles from which a WC could reach my chopping workers. I needed that because I only had the one spear and 2 chariots handy to guard them.

This turn, AT sent another WC near me for unknown reasons (he just ran into a spear last turn...) but I predict it will be retreating.

Meanwhile we had some seriously interesting unit movements to my southwest. The incan chariot you see below had been sitting on the fort tile as a sentry. (The fort gives no bonus to chariots, but it's a good tile to see across the lake.) I let it be for a couple turns, but then managed to spare a spear to go chase it off. Just as the spear was heading out (reverse of his path is shown in the pic), Mackotisub founded the city you can now see, and its borders appeared in the fog to my great dismay. That city is like 5 tiles closer to my capital than to his! It's very aggressive and I was quite surprised by it.
[Image: p43t64_2.jpg]

Anyway, as you can see I continued to send the spear up. Last turn I moved into his vision. I pondered where I'd move the following turn: 1SW, to both threaten the chariot and get vision of his city tile? Or 1S, to chase away the chariot without risking the life of my spear needlessly? I also thought about where the chariot might move this turn already. If it disappeared from view, it had probably moved to the city, and I had to be even more wary of being ambushed there. (I assumed, since it's such an aggressive plant, that the city had 2 defenders or at least one strong one, plus the sentry chariot.) If it moved 1N, I thought, that was an obvious ploy to distract my spear. (It invites an attack by moving S, rather than a SW advance next to the city.) I decided it wouldn't really make sense as a bluff to trick my spear into moving next to an axe, as I'm fairly likely to move there with the spear anyway, and a chariot is a really high price to pay for maybe killing a spear.

So when I opened the save this turn and saw his chariot had indeed moved 1N, I immediately moved 1SW and this was the result. Hopefully I get to raze it next turn. In anticipation of this possibility, I whipped a settler I'd been slow-building, with the goal of planting my own city in the area before he can re-settle his. I really hope this works out.

It's worth noting that since that city was founded only 3t ago and had no first-ring forests, I knew for sure it wouldn't be producing any defenders itself.

I also produced 3 workers and a settler this turn, and founded a city by the spices. Next turn I will get the great library, guaranteed. It would take a literature bulb and 1t build to beat me, and no one can bulb literature right now. wink
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So now that I have 8 cities and a couple mid game wonders, it's time to work on getting a way to pop borders.
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Just pop borders with wonders, durr. lol
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(November 23rd, 2012, 17:54)NobleHelium Wrote: Just pop borders with wonders, durr. lol

smile If only it didn't take so long to build wonders in cities without two rings worth of forests.
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Doesn't your x in the last pic stop you founding a city for the western clam?

Also, what player are you most afraid of short/long-term?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(November 24th, 2012, 03:24)Qgqqqqq Wrote: Doesn't your x in the last pic stop you founding a city for the western clam?

Also, what player are you most afraid of short/long-term?

That's correct. (Or at least, it means that a clam city has to be quite a bit farther out.) However, this is a big map which will have immense regions of borderland, and full utilization of every resource in your area of influence is not so important. In fact, resources on the border are the most likely to be in war zones and thus rendered useless. In this case, there is a big problem with settling for the clam, and a few smaller ones.

1) I can't settle on a hill.
2) Due to lack of food resources, there is no good place for a city between clam city and my capital.
3) Any city that claims clams will be pretty vulnerable by sea, compared to my X which only touches the sea at a 1-tile inlet.
4) Any city that claims clams will have 1 or 0 forests. Not being able to chop a granary and lighthouse quickly is bad enough, and in this case I probably want a galley ASAP too.

All that said, it's worth noting I put that X there after Mackotisub planted the city in the picture. If I really can raze it and plant my own replacement, I might end up re-evaluating the position. Since I'd have some naval control from this other city, maybe the points above wouldn't be such a big deal.

What player am I most afraid of? Right now, Mackotisub, for two reasons.
1) He seems to be settling completely in my direction.
2) I am assuming he's played a bunch of gamespy games like Mackoti, and he could have similar combat skills.

Long-term, I'm not sure, because I believe it will be based on how the geopolitical situation shakes out, and I can't really predict that.
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Dangit, Mackotisub missed a day. What mischief is this!?
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yeah - I guess you are in a stronger position than serdoa at this time. I guess I could have kept up in commerce, but I was behind in expansion and you were building wonders I couldn't see...
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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(September 16th, 2012, 20:17)SevenSpirits Wrote: [SIZE="5"]Analysis of Expansive[/SIZE]



Naturally, depending on the city's tiles, these numbers will vary. But I feel good claiming that EXP saves approximately 40h for every city, and right after the city is founded. Therefore for this estimate I will guess that we save 40h * 14 cities = 560h centered around t50, and this comes out to about 100h, worth 167b. Total value of EXP so far: 167 + 18 + 16 = 201b.

The rest of EXP is harbors (I estimate savings of 50h on t80 worth 3h = 5b), and 2 health (I estimate 16fpt starting t150 = 7b), bringing the total estimated benefit to 213b.

I liked your trait analysis, but this part seems really weird. You're saying that almost all the value of expansive comes from the cheap granaries, and that the worker discount is almost worthless, and that can't be right. I think you've overvalued late game stuff by using a doubling time of 20 turns, when the early game is more luke 13 turns.
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(December 4th, 2012, 13:44)luddite Wrote: I liked your trait analysis, but this part seems really weird. You're saying that almost all the value of expansive comes from the cheap granaries, and that the worker discount is almost worthless, and that can't be right. I think you've overvalued late game stuff by using a doubling time of 20 turns, when the early game is more luke 13 turns.

I really do think the worker discount is almost worthless compared to the granary discount.

I don't understand the relation to doubling times.
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