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Intersite Game - Turn Discussion Thread

We settle T94 right?
I would favor NE->NW->Wherever, with contact T86/87.
Open diplomatic relations then and mention the stone city T90-92.
Decent notice + within our area of interest.
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Amusingly, we could promote to woodsman 1 to get better odds without preventing ourselves from promoting again next turn. But I think we're better off taking the 96% roll and then having two promos available.

So: Let's attack without promoting next turn.
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(January 7th, 2013, 01:04)SevenSpirits Wrote: Sullla, did you not see novice's post to move the scout E-NE-NW? It's just plain better than NE-N. I wonder if this thread is too cluttered if we keep losing stuff like this. Of course, maybe that's just the way things will be as the game gets more complex. It's not that big a deal.

Or my idea of NE-NE-SE/W? This does concern me, since if we lose small stuff here, there is a risk that we will lose big stuff later on, and we should take steps to make sure that doesn't happen.

FWIW, we haven't really stated a goal for the scout after reaching CFC land. My proposal is that we should locate every CFC city (currently 7), and then push further eastwards south of the jungle belt to make contact with other teams.
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Interesting developments. I agree with this:

(January 6th, 2013, 23:32)Lewwyn Wrote: 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.

And this:

(January 6th, 2013, 23:50)NobleHelium Wrote: 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.

And this:

(January 7th, 2013, 03:18)SevenSpirits Wrote: So: Let's attack without promoting next turn.

For the scout in CFC land, I agree with Sullla's suggestion to try and establish a trade connection between us and CFC, so that means scouting north, I guess.
I have to run.
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That we have finally met a western neighbour shouldn't come as a surprise.
So far we have seen no evidence that plako has messed up the map and starting locations and a civ to our WSW was the logical conclusion. Also since we met CFC and had the equidistant oasis border agreement and then found the horses and stones to our west, it was clear that those resource rich areas were likely to be placed in between starting locations.

Suggestions to settle Brick-by-Brick earlier (earliest possible time T80) were repeatedly turned down. It is now scheduled to be settle don T91 and I don't think we can speed that up.

That said, I don't think there is a need to panic. I have been staring at the maps a lot over the last months. Obviously I cannot be 100% sure, but:
First of all, Brick-by-Brick will not be closer to their capital than it is to ours (In fact I am pretty sure it is considerably closer to our capital). So settling Brick-by-Brick is not an aggressive move in anyone's book. I think the body of water in between Adventure One and the stone area is misleading people into thinking we are advancing to some distant lands here. Brick-by-Brick will be the same distance from our capital as Forbidden Fruit. And surely nobody thinks Forbidden Fruit was an aggressive settlement?!
I will give another example. If CFC is settling their Horses/Wine city, would anyone consider this aggressive with respect to us? Its roughly equivalent.

Secondly, I am convinced that the borders we are seeing belong to one of their recent cities. Maybe even the one settled on T82. That would make it their Forbidden Fruit equivalent. That has the following implications. What we are seeing might be first ring culture. They have a religion and they also might want to expand the borders to second ring to grab the flood plains. So a border pop might be due soon. I favour making contact now, as there is little we can do to speed up Brick-by-Brick anyway. We have our micro plan for producing the settler worked out and their team will also have at least a rough plan for their next cities.
I say, move the axe NW next turn, making contact and revealing more of their BFC, maybe even the city square if it is a new city, as I suspect.
And then consider this: A combat I axeman with a pending promotion just wanders up to your borders from a civ you have not met before and have no diplo standing yet. Would you really decide to sneak a settler past him to settle an extreme forward location? And one location that you have not fully scouted yet? (We have not seen any units on the western shore of that big lake)
That said, it is of course an option to just kill any settler/escort that threatens Brick-by-Brick.


So my recommendation for the west is: Approach their border, make diplo contact, don't mention Brick-by-Brick for now. Try to get a NAP and maybe even a settling agreement using the river as a natural border and plan for a city south of Brick-by-Brick to ensure a land connection. Say around T105 or such. Getting a second axe or spear into Brick-by-Brick eventually is also a good idea.

mh
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---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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I have to agree with m_h here - he makes a good argument for contact and that our stone city shouldn't be viewed as aggressive (only a pain to settle).

That said, with a strong neighbour to our west, I think we need to send the T88 TH axe with the galley. Two units will make the spot far more secure, with one in the city and one acting as sentry. So our two axes at Alemanni and FF will have to work without backup.

Ie, on the balance I think I favour putting in a promotion now on Dantski. We have a big prize hanging there, lets not screw it up by taking unnecessary risks.
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(January 7th, 2013, 04:08)kjn Wrote: Ie, on the balance I think I favour putting in a promotion now on Dantski. We have a big prize hanging there, lets not screw it up by taking unnecessary risks.

My gut feeling is that we'd have a better combined odds by not promoting this turn. If we get a bad roll post-promo, we might have to heal for a few turns to take the city. If we get a bad roll pre-promo, we can use the promotion to heal. Gaining 3% win odds for the next attack but losing the heal isn't worth it IMO.
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(January 7th, 2013, 04:08)kjn Wrote: Ie, on the balance I think I favour putting in a promotion now on Dantski. We have a big prize hanging there, lets not screw it up by taking unnecessary risks.

I think promoting Dantski is riskier. If we then take damage, it will put us in a situation where we have to either take shot at much worse odds, or wait a really long time to heal back. But if we attack without promoting, we are pretty well set as long as we dodge the 3% loss. If we do hit the loss, at least we will know right away.
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Tile culture analysis tells us that there is a CFC city northeast of their capital.




Flying camera analysis makes me think that CivPlayers's city is on a hill, but a lot will depend on if we see first- or second-ring borders.
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(January 7th, 2013, 04:18)SevenSpirits Wrote:
(January 7th, 2013, 04:08)kjn Wrote: Ie, on the balance I think I favour putting in a promotion now on Dantski. We have a big prize hanging there, lets not screw it up by taking unnecessary risks.

I think promoting Dantski is riskier. If we then take damage, it will put us in a situation where we have to either take shot at much worse odds, or wait a really long time to heal back. But if we attack without promoting, we are pretty well set as long as we dodge the 3% loss. If we do hit the loss, at least we will know right away.

Yeah, don't promote to CR1 or C1 if it pushes the exp below 2.


Woodsman1 for the healing pushing our odds up again would be be second best. Do we have any idea if the city will produce a warrior before or after it grows?
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