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Intersite Game - Turn Discussion Thread

Since we're just after 5xp for Woodsman II, staying in place will be fine. Less damage, the promotion will heal to more HP, so fewer turns fortified in place.
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Turn mostly played, report to be written in a few hours. We have a bit of an interesting situation in the southeast near the oasis, where another barb axe has been revealed in the fog, but I think we should be fine. Don't panic if you log in see it. smile
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Sullla, you're a terrible tease.

[Image: ISDG-T97-barb-axe-south.jpg]

We have:

1 (one) barbarian axe, with 100/100 HP

1 (one) War Scooter, with 52/100 HP and 1/2 EP
1 (one) C1+shock Chopper (axe), with 77/100 HP
1 (one) Goldilocks (warrior), with 100/100 HP
2 (two) workers, on tile marked "chop 2"
1 (one) settler, on tile marked "chop 2"
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What units have movement points left?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(February 5th, 2013, 11:17)Merovech Wrote: What units have movement points left?

Scooter has one. Goldilocks has one. The settler has a half.
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Annoying. This might delay the corn farm. Bad luck in that WC vs warrior battle.
I have to run.
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Turn 97 - 450BC

Well excuse me for not writing up a full report before heading off to work. The turn rolled at about 5am local time, and I had a short window to play (but not write) before heading off. Be glad that I have this up now and not in another 12 hours. tongue

[Image: ISDG-467s.jpg]

We continued to find more sweet resources over in the extreme east where we have no prayer of claiming them. This will make for a nice city for someone else some day. Looks like we move this scout another tile northeast next turn and continue to hope for the best with barb luck.

[Image: ISDG-468s.jpg]

We found nothing in the northwest jungle this turn except a new barb warrior. The southern axe will move southeast next turn, and there's only one tile left in this region for a potential food resource. Cross your fingers for that northern fogged tile, as we know the southern one has a peak. The Woodsman axe will go right on healing this turn, as there's no reason to attack the barb warrior at 95% odds and risk a low-odds loss. The warrior won't attack our unit, the odds are too low for the AI to go for that, but we'll be able to kill it after another turn or two of healing and claim our 5th experience point for Woodsman II promotion.

[Image: ISDG-469s.jpg]

The southeast was the true cluster bomb for this turn, due to a bad dice roll and a misplaced barbarian axe. The situation was set up by attacking with our war chariot against a barb warrior on the corn tile at the start of the turn. We did win this battle, but took very heavy damage despite the 99% combat odds. Because the battle was so one-sided, we also only earned 1 XP and cannot promote the chariot next turn to heal it. The chariot then also revealed another barb axe hiding behind the warrior, making things a lot more complicated. (Why did we name this unit the war scooter? Is it any wonder this thing had a poor combat result? I think we did this to ourselves! lol )

Let's think about how to play this out tactically. The war chariot still has its second movement point left, which means it should survive this turn no problem. I suggest that we move it northeast, onto the pink spot south of the oasis. I've also gone ahead and promoted our 5 XP axe that started the turn in Focal Point to Shock, and moved it up toward the front. This will open up the following scenarios:

1) The barb axe moves off to the south. Best result for us, we'll have time to heal and found our city without problems.

2) The barb axe moves north onto the forested plains hill. This is a pretty good result for us. We hold the axe in place to heal for a turn (going from 3.8 to 4.3 health) and the chariot in place to heal (now inside a city as pink spot gets founded, healing from 2.6 to 3.6 health). We keep healing so long as the axe stays on defensive cover and then kill it when it comes down out of the forests.

3) The barb axe moves northeast onto the corn tile. This is the worst result, because we'll have to delay the founding our city by a turn. Under this scenario, we probably bait the axe into attacking and killing our warrior (leaving it on the tile southwest of the oasis) and then destroy the wounded barb axe with our healed Shock axe or our war chariot, which will have to retreat itself rather than heal on T98.

I don't see any other alternatives to this at the moment. All of our other units are too far away. Basically, just pray that the barb axe moves somewhere other than the corn tile on this upcoming interturn, we should be fine under any other scenario. I expect the barb to move north onto the forested hill, since the barb AI prioritizes taking cover if there are no objectives to attack. We can deal with the axe from that spot, even if it delays farming the oasis corn by one turn.

[Image: ISDG-470s.jpg]

In contrast, there is absolutely nothing going on here in the northeast. Our new city should go up here without issue. The cultural overlay confirms that WPC has no cities in this region at all, and we should be able to clean up this very fertile region. After getting this spot, we can push northwest up the river toward the cows and through the eastern jungle for the dyes.

Overview and tile micro:

[Image: ISDG-471s.jpg]

We grew a total of four pop between turns and picked up several more cottages as a result. We're actually working 25 cottages right now along with 19 resource tiles; the only unimproved tiles that we're working are 4 coastal tiles + 1 lake tile at Horse Feathers, and with a lighthouse I hesitate to even call them unimproved. On this particular turn, Adventure One has taken back its corn tile to start growing in anticipation of Hereditary Rule happiness (growth 2t, revolt 2t). Mansa has taken back corn + deer to push growth a little bit as well, although we'll trade that corn back to Forbidden Fruit next turn to let it grow immediate to size 5. Focal Point goes back to +5 food surplus the next two turns to shave a turn off of growth. Eastern Dealers whipped its granary last turn and is preparing to whip its work boat for the clams. Lots of steady improvement.

Research has been turned on for Monarchy tech, due in 2t at the eot 99. We're making 201 base beakers / 298 modified beakers this turn, easily enough to get the tech at 90% research next turn, possibly 80% depending on how the numbers shake out. If we're lucky, we'll be able to sign Open Borders with CivPlayers this turn, to have access to their trade route income next turn. This has predictably caused a surge in the GNP number:

[Image: ISDG-472s.jpg]

Our top rate of 270 easily clears the field; I feel sorry for whoever has that 37 number. We're also still tops in Food, which will itself take a major swing upwards as we found two new cities next turn. We have the third mark in Production and Power without making much real effort to concentrate on either category. Obviously our focus has been on winning the Food and GNP categories, and I'm happy to see that we maintain a comfortable lead in both. To be 20% of the Rival Best in Food and 30% of the Rival Best in GNP - which are not the same team - has us in truly excellent position on the econ front.

I think that's all for the moment, although I will still have to log in later and move the war chariot to the northeast. Pray that there are no further barb axes hanging out at the oasis.
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(February 5th, 2013, 14:27)Sullla Wrote: (Why did we name this unit the war scooter? Is it any wonder this thing had a poor combat result? I think we did this to ourselves! lol )

AHHH. I'm even cursed in games that I don't play turns for. lol
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(February 5th, 2013, 14:27)Sullla Wrote: Well excuse me for not writing up a full report before heading off to work.

Relax. Wasn't meant as criticism, more as a bit of good-natured fun, given the way that you wrote your first note.

Main thing was that I wanted the other people here to have the opportunity to assess the tactical situation for themselves.
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Keep the name scooter... just change it to "Super Scooter". The intimidation alone will have barbs going grey. We as a community can get Scooter through this!

[Image: SuperScooter-comic.jpg]
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