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Obviously we would move NE if we don't want to make contact.
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Yep, don't make contact.
It would be important to keep a sentry in the area after contact to screen our horse/stone city, and keep a garrison inside the galleys in order to unload at home or at the front city. Don't expect to grab the floodplains city.
Also, if we settle it, we should make the point that the city is less than 8 (7) tiles away from our capital, meaning it quite neatly falls within our sphere of influence. Alemanni (likely our equivalent of the stone city on the other side) is a full 12 tiles away from our capital.
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Turn 85 - 750BC
The turn we spotted borders in the west.
Axeman Wyn moved forward a tile and spotted the borders of CivPlayers (Darius/Aztecs) to the west. This is one of our main competitors, the team that built Oracle one turn before we did and used it to take Code of Laws. We have CivPlayers and CivFr as the enemy teams doing the best thus far, with Apolyton close behind them (then a fairly significant dropoff to CivFanatics and UniversCiv). We now know that they are our neighbor to the west across the lake. While that's not the best luck, we can hardly complain after starting so close to the two minnows of WPC and German team. Spanish Apolyton is the other hopelessly behind civ, and we know they are to the east of CFC. We weren't going to get all of the pushover civs as neighbors.
I saw people pushing to avoid contact in this thread, and I do not agree with that. I am a big fan of always making contact as quickly as possible. Contact allows you to carry out diplomacy, start tracking bar graphs, give us all the APT mod information, and so on. I would meet their team next turn and go right ahead with settling our planned stone location. But if people would prefer to settle the stone first and then move to make contact, we could do that as well. I'd almost rather make contact, sign some kind of non-aggression deal, and then settle our forward spot. Still, this is a team decision, and I leave it up to the group.
Our plan has us landing a settler on T90 and founding our stone city on T91, six turns from present. I don't think we can speed this up in any meaningful way, as we currently have neither settler nor galley, and we produce both in the next four turns through use of a double whip and forest chop. I think we just need to cross our fingers for the next couple of turns that they won't settle here. We can move forward and try to have some kind of discussion with them about the subject, or keep their team in the dark and hope for good luck. Your call. The stone is at least six tiles away from that city, which hopefully will deter them from an aggressive plant forward.
Anyway, that was the biggest news of the turn by far, but of course other stuff took place as well.
I attacked with the Woodsman axe in the north, winning and taking some moderate damage. (We actually killed three barb warriors this turn.) We can sit in place and heal (10% recovery rate each turn = 0.5 health and 4t) or we can move a tile back southeast into our borders to heal (20% recovery rate each turn = 1.0 health and 2t). I probably favor moving into our territory as it gives us a little bit more flexibility should more barbs wander down from another direction. Thoughts?
The spearman moved to sit on the banana resource and heal there to prevent random jungle spread.
Axeman Dantski attacked and killed the first of three barb warriors inside Alemanni, taking very minimal damage in the process and gaining 2 XP. The axe is now 4.3 health. I plan to promote to City Raider I next turn and keep on killing those barb warriors. Alemanni is still working the grassland pigs resource (3 food/turn), and if it's been there since T79 as we suspect, it should grow to size 2 in just a couple more turns. Looking good here.
I have not moved the axeman inside Forbidden Fruit or any of the three workers north of the city. We need to draw up a changed plan for this region, as the city got a free spread of Hinduism this turn. (Thanks, Hindu Shrine!) Now borders will expand in four more turns, eot 88 or available to workers on T89. Although I generally agree with the idea to send one worker over to road the bananas tile, since that is clearly the best tile to improve in this region, we also need to consider what we're going to be doing with Mansa's Muse. The old plan had it getting a grassland cottage, which we desperately need. Let's go over this together and hash something out for the next 5-6 turns. Our old plan should be fine everywhere else. I'll try to take another look at this tomorrow as well.
Our scout moved Northeast-North into Indira this turn. There's actually a tiny little river just to the south of the city, which I bet has been lots of fun for the CFC workers to deal with as they move around. This revealed the predicted additional two floodplains cottages to the north of their capital, both of which have grown into villages. I plan to send the scout along that road to the north next turn, where there's likely another city to be found. It would be nice to know if there's a CFC city on the same body of water as Alemanni, which would make post-Currency trade routes very easy to obtain.
Axeman Lew killed another barb warriors in the southwest by Seven Tribes, taking him to 7 XP. Moving onto the hill in that combat also revealed yet another barb warrior incoming from deeper to the south. This should get Lew to experience point #8 when it arrives in a couple more turns. Heroic Epic here we come. I'll probably promote this axe to Shock next turn to speed up the healing process; it's currently at about 3.5 health.
Mansa's Muse is still starving, but converting its overflow and production into a perfect Expansive worker bonus: 16 -> 20 production/turn. The old plan was to start a grassland cottage with two workers this turn, and finish it next turn, ending the starvation diet. The new plan is... well, we don't know yet. I'm pointing this out in the hopes that we can figure out something here.
We had no population growths this turn, and we are working exactly the same tiles as last turn. Our research went up due to the library completion in Mansa's Muse. We are making 138 base beakers / 166 true beakers this turn, and sadly losing 0.8 beakers to rounding error. Ah well. We are at 349/630 beakers on Calendar, enough to finish the tech in 2t with plenty of overflow and extra gold left over in the bank.
And the Demos are also looking extremely good. We are first in everything that matters except Power. CivPlayers has a size 9 capital, which is why the geometric Population stat has them so far in front. We actually have more Total Pop than they do.
Still plenty to cover before we finish our turn, I'll leave the rest up to group discussion.
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I think we should make a go for a city south of the wines after we settle the stone/horse city. it will have wheat, wines, 2FP and two grassland river spots. plus we can place a filler city south of it, giving us a land/road connection to the stone site, not just a galley connection.
Not saying we should rush too much, but if CivPlayers doesnt rush to take it, then why not?
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I like contact. More diplo for us to fill the turns with. Also we get a start on their graphs. I don't think they are going to settle the stone or horses in the next 5 turns.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
January 6th, 2013, 23:35
(This post was last modified: January 6th, 2013, 23:44 by Tyrmith.)
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As long as we're not delaying contact long term I'm just not sure what we gain by contact. We aren't pulling some random Templar style ignoring, we're doing it for a reason- so they can't legitimately get irritated at our aggressive settling.
Graphs admittedly would be nice, but are they going to change our plans? We have HG on the horizon I suppose, but other than that do we really have anything we need to keep track of them for we aren't already?
January 6th, 2013, 23:50
(This post was last modified: January 7th, 2013, 00:14 by NobleHelium.)
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The near term plan for MM/FF is pretty clear. We have workers EFG on the plains spice right now. Let the newly built worker out of MM be Z (I don't know what letter we're up to).
85: E and F road in place. G moves S-SE-NE (239) onto the banana.
86: MM whips worker Z, works gold, three plains cottages, deer for 0 net food. Grass cottage goes to FP. E and F move S-SE (23) and road. G roads the banana.
87: MM overflows into another worker, working the same tiles. Z moves SE and puts another turn into the cottage. E and F move NW-N (78) and plantation the spice. G finishes its road.
88: Z moves NE-NE-N (998) and helps finish the spice plantation with E and F. G starts chopping the banana. MM finishes the second worker, same tiles.
89: G continues chopping the banana. E, F, Z move S-SE-NE (239) onto the banana. E and F finish the jungle chop. Z starts the plantation. New MM worker does something TBD.
90: E, F, G, Z all finish the banana plantation.
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(January 6th, 2013, 23:35)Tyrmith Wrote: As long as we're not delaying contact long term I'm just not sure what we gain by contact. We aren't pulling some random Templar style ignoring, we're doing it for a reason- so they can't legitimately get irritated at our aggressive settling.
Graphs admittedly would be nice, but are they going to change our plans? We have HG on the horizon I suppose, but other than that do we really have anything we need to keep track of them for we aren't already?
I agree with this.
However, since the benefit to getting contact is C&D, maybe kjn should chime in .
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January 7th, 2013, 00:18
(This post was last modified: January 7th, 2013, 00:24 by NobleHelium.)
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Oh and we should ensure that the odds will remain 99.12% or worse after promoting Dantski to CR1 next turn. If they become better than that, then we should attack first and promote afterwards.
Edit: I just checked, we will be at 99.45% odds after promoting (93 HP + CR1) which will give us only one experience point. We should attack first at 96.56% odds and then promote to prevent a counterattack.
And yes, I think we should move the northwest axe back into borders before healing it for 2t.
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(January 6th, 2013, 23:02)Sullla Wrote: the city got a free spread of Hinduism this turn. (Thanks, Hindu Shrine!) Of course, it's an unknown and unknowable 50/50 whether that free spread came thanks to the shrine or would have come on its own anyway. :D
(January 7th, 2013, 00:18)NobleHelium Wrote: Edit: I just checked, we will be at 99.45% odds after promoting (93 HP + CR1) which will give us only one experience point. We should attack first at 96.56% odds and then promote to prevent a counterattack. XP is based on strength ratio, not odds. If the strength ratio is greater than 2:1, you get only the 1 XP. That's 99.12% for plain healthy units, but changes if they are damaged or if first strikes are in play.
96.56% is a bit unsettingly low though, I wouldn't want to risk even a 3% shot at losing a key axeman for the sake of one measly experience point. We've got tons of barbarians around to get somebody to 10.
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