Questionable city management by the Cheerful Cat Crew here.
If you know what I mean.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[SPOILERS] Lurkerloos and map discussion
|
As a non microer here's what I think is being questioned:
No city using corn, High production city having a library and working a bunch of cottages, Or producing military in a commerce city, Not working corn despite whipping next turn (? Im not sure how the whip works iwith food in the box).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Yeah, I don't know enough about their game to comment on the library/military build, but regardless of all else, they're trading 3 food for 1 commerce just by working the oasis over the corn, which is clearly a terrible trade. Working the oasis over the grass cottage probably also makes sense, since that is trading 1 commerce for 1 food. So in other words, they should at a minimum work the corn instead of the grass cottage. Whether or not working those mines makes sense is harder to answer just based on one screenshot, but the grass cottage is probably also a better tile to work than the plains hill, depending on how urgently they need the hammers. The 2 food from the cottage will (eventually) be converted to roughly 4 hammers by whipping, and you get 3 commerce and a cottage turn on top of that.
If you know what I mean.
To the players it must look like Team Scooter has lost interest: Rapidly losing score, increasingly slow to finish their turns, probably willing a fast exit so they can get on with other games. But to us, the delay is rather more strategic: The turn roll-over before 90% of the Zulu civilization moors up within landing range of India's only source of metals... The turn when CFCJesterFool et al are forced into a sudden, and totally unexpected, re-working of their ultimate micro plan.
It's not so much that India couldn't have seen this coming. The Zulu tactics are nothing if not unconventional. Rather that India are in their own little, almost single-player, world. They're apparently oblivious to the carnage that has been taking place 10 squares to their west. Their foreign paranoia is strictly limited to the few civs they have made contact with. India's late map trades and rather limited exploration all suggest this is no accident. Yet as we've seen in a few games here, playing in such an insular style tends to result in nasty surprises. And surprises don't get much nastier than 6 loaded Galleys on the horizon...
India will have an axe and 2 triremes in the area in time for the invasion... they'll fight it off. In particular, those 2 triremes will be a game changer, if a couple loaded galleys go down Scoopin is (even more) hopeless.
I don't think more than half of Scoopin's land forces actually get a chance to land.
Are you sure? As I see it, this turn IW overflowed into an Axe. Next turn, Scooter can offload the bulk of their army 1N of IW. Here's the situation before Scooter's move this turn:
The bulk of the Galleys will move 1E, 1SE this turn. Then next turn 1SE, 1S and unload. Unless India already has a boat in the water, practically in the invasion path, they've no option to counter that. Most Indian Trireme plans seemed to be focused on other coasts - the ones where Barbarian Galleys were appearing - not where Scooter is approaching. The turn after that IW could (in theory, not sure about practice) have whipped a Trireme into action. However, by then the bulk of the army should already be on land. More likely they'll be pragmatic and whip a defensive Archer. Assuming they've teched Archery, which I'm not sure about. [Edit:] Based on recent city screenshots, India *cannot* build Archers. Honestly, I refuse to bet against Scooter just yet, because India is so under-prepared to defend herself. (February 7th, 2013, 15:01)Sareln Wrote: @timski, the map is out of date. There's an Indian City Northeast of the Corn on the desert tile.But that will still be size 1 when they see the boats on Scoots turn 15, and wont grow before 17 or 18. Both triremes are on the other side of the island, at least 4 turns from the north-westerns tip. They might get there in time to hit the second wave, but those could just be landed to take out the north cities instead. No metal means chars or archers after a turn or two of research. The capitol and the other south-western could be drywhipped for some triremes, but wont be able to touch the first wave. And twomovers means they are outside the capitol pillaging even if the later arriving cats might delay taking it. With all the sandbox pictures its hard to see how many troops they have in total, if they can even dent the first wave. Com showed you can do a lot with just archers, but I dont see these lads digging in to grind down the broke zulus. |