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Intersite Game - Turn Discussion Thread

Edit: double post. Cannot delete, not sure why.
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I think we had come to the conclusion that we wanted to use the whip overflow in Focal Point for another worker, so we could mine all those hills around FP and started on the chopping.

I'm not sure if we had decided to send worker H south (to Seven Tribes) or east (to Focal Point) yet, though.
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Sullla, your plan in the south west sounds good. Better safe than sorry.

The final CFC city must be 1E or 2E of the gold, based on my reading of the culture tile.

I also realized that we do not see new culture on re-fogged tiles (tile we have visited once but are no back in shadow). banghead

So my claim that the Civplayer city founded last turn was nowhere nearby was rubbish.

We know they have not founded on any of the green crosses. The red question marks are all possible though.



I suggest Wyn moves 1S this turn (white arrow). The risk of making contact with Civplayers by that move is as high/small as the risk last turn. But he would get started on checking out the border lands.

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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Here is map culture overlay for CFC land:

[Image: ISDG-T90-cfc-culture.jpg]
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Yes, 1E or 2E of the gold is the last city. (edited my post.)
"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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(January 22nd, 2013, 01:52)Ceiliazul Wrote: Are we sure the warrior near seven tribes won't attack the axe directly? We can't dry-whip an axe there yet, and if the warrior somehow beat the axe, the city is naked.

I like the axe build in Seven Tribes for that reason, it is getting at least 5h so it can be whipped next turn if needed?

Can we stop having irrational fear of high odds battles please. We have 99.6% odds on attack with the warrior getting the hill bonus. On defense we'd have like 99.8%.

Edit: okay this is not necessarily true because off the combat bonus being applied on the owner and the shock bonus being applied on the defender thing. But nobody would fear holding a city with a 99.6% odds combat, and we shouldn't do that here.
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Sure using %s doesn't sound like much, but 1/500 sounds much better than 1/250.

No harm in being careful if we don't have to give anything up to do so.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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We're not working a plains forest over the wheat for fear of a 0.4% chance to lose the combat. Obviously if it wouldn't cost anything we would be doing it already.
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Wrapping up the loose ends from this turn:

* Most people seem happy with the unit plan in the southwest. We'll heal with the Shock axe this turn and kill that barb warrior next turn. I'm not afraid to attack at 99.6% odds or whatever, and we really shouldn't try to take safety/paranoia to that level. It's just that there's no reason to attack at 3.9 health this turn as opposed to attacking next turn at 4.8 health. Healing in place seems to be the better choice for this turn. I concur with Noble Helium that we're not working a 1/2 plains forest over a 4/1 wheat tile to avoid the 1 in 500 chance of a combat loss. You can't live your whole life inside for fear of getting struck by lightning; at some point, you've got to head out in the rain.

* We are not using the whip overflow at Focal Point for another worker, and that's written into our micro plan. We just went worker whip (1t) -> worker (2t) -> worker (6t) at Mansa's Muse, double whipped a fourth worker at Forbidden Fruit, and we are double-whipping two more workers in a few more turns. While I realize that it's almost impossible to have too many workers in this game, we might be running up against that right now. Focal Point wants to grow and work more tiles, not cap growth at size 4. We're already doing that at Mansa's Muse, and we don't want to halt growth at more than one city for no real reason.

* I think axeman Wyn is fine where he is. Moving south doesn't seem to gain us anything and quite possibly would make contact this turn, which would defeat the whole purpose of our moves over the past half-dozen turns. Risk that to do what, reveal one more fogged tile? Not worth it.

That should be all. I've ended our turn. Hopefully we'll get in the next turn (and make contact with CivPlayers) late on Tuesday or early on Wednesday.
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(January 22nd, 2013, 16:32)Sullla Wrote: * We are not using the whip overflow at Focal Point for another worker, and that's written into our micro plan. We just went worker whip (1t) -> worker (2t) -> worker (6t) at Mansa's Muse, double whipped a fourth worker at Forbidden Fruit, and we are double-whipping two more workers in a few more turns. While I realize that it's almost impossible to have too many workers in this game, we might be running up against that right now. Focal Point wants to grow and work more tiles, not cap growth at size 4. We're already doing that at Mansa's Muse, and we don't want to halt growth at more than one city for no real reason.

Where did this come from?

Second worker in FP is supposed to help speed up MoM - we are terribly short of worker labor there for mines and chops because all existing workers are needed to improve the numerous new cities we have / will have nearby. Given that the alternative proposed was to put the overflow into MoM itself, I don't even see what the argument against this wants to achieve.
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