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Intersite Game - Turn Discussion Thread

(January 5th, 2013, 09:48)mostly_harmless Wrote: Well, the barb city has to produce something. Why is a warrior unlikely?

mh

I mean that it's unlikely to complete on the exact turn that our axe is vulnerable. (And the axe being vulnerable is itself quite unlikely). If the warrior is produced on a nonvulnerable turn, I think it will either adopt the city defense mission (and never attack out), or another mission that involves suiciding against our axe or going exploring/city raiding.

I'm speculating, but I imagine that warriors with the defense mission won't attack out unless there's a certain number of them - which there won't be since we'll keep killing them.
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A newly built warrior cannot attack on the same turn it is built, and we will get to promote before it can move the next turn anyway, so I don't think that is an issue.
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Has anyone checked that the top defender has 25% fortification so we get 99.1% odds on him?
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Top defender has 25% bonus, three warriors in the city:




We should also name the axe before it attacks the city. Any volunteers?

I'm also wondering if we should move the axe 1NE first (onto the jungle hill) before we attack, or if we can maybe make that move later on while waiting for the city to grow. Perhaps best to start whittling down the defenders at once - in my sandboxes I've had the axe being pretty beaten up and needing healing at times, and it may take some time before the city grows.

I also think we should rename Alemanni to one of the games where we used the German civ (since Alemanni is and old Germanic tribe and Allemange is French for Germany), or one where we had a barbarian focus.
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Which was the epic where were stuck on a continent with the simple goal to survive the barbarians?

Edit: That one aparently was called "rome vs the barbarians", maybe not the best choice for a name.
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I think spending a turn to move onto the jungle is bad.
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(January 5th, 2013, 17:39)Tyrmith Wrote: Which was the epic where were stuck on a continent with the simple goal to survive the barbarians?

Edit: That one aparently was called "rome vs the barbarians", maybe not the best choice for a name.

We could name the axe Rome, though. smile
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25% from unit fortify suggests that the barb city has been there for at least 5 turns. That means it will be hitting size 2 very soon: we should start attacking immediately and begin chewing through those warriors. Our axe will promote with the first win, and I plan to take City Raider promotion to help kill those warriors. One win grants us 3 XP, a second win grants us 5 XP and City Raider II, with a free heal after each promotion. Barring very bad luck, it shouldn't be too difficult to take the city.

I suggest not renaming the barb city on capture. By leaving it as "Alemanni", it will be obvious that we captured a city from the barbs, which could be useful in diplomacy. Useful for pointing out that we aren't settling aggressively, just taking advantage of opportunities on the map. (Very difficult for a team to claim with a straight face that you didn't deserve to keep something captured from the barbs.) This could potentially be useful with CFC and WPC when they finally notice the city later on.
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Definitely the CR line, unless we get really lucky with killing the first warrior.

Good point about the diplomacy of leaving the city unnamed. Of course, cities can be freely re-named, so I'm not really sure about the true value of it if they are suspicious. Maybe better to make a notice in the public thread on CFC about our victorious warriors bringing the light of Civilization to the uncultured barbarians.
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Why City Raider over combat I and then shock? C1+shock gets us a much better promoted axe afterward and not a significant drop in percent chance to take the city both because we have such a good chance anyway and because off the top of my head I don't think CR I+II is even that favored over C1+shock.
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