(March 25th, 2013, 12:24)Ranamar Wrote: Besides, I don't think I've actually ever *seen* a scout capital snipe in one of these games... just various threats of it.
--snip image--
Though I don't want to remember that I got rushed myself that game too.
I stand corrected.
Also it took me depressingly long to figure out that couldn't possibly have been our current target because the resource distribution was wrong. That's a nice starting city, too.
The warriors were nervous.
"That is not an empty city. It's guarded by a band of warriors, skilled in house-to-house fighting" their commander said, staring icily at Tasunke's former lieutenant, leader of the scouts.
He shuffled his feet.
"I swear, it was empty 60 years ago...I mean 60 days!"
"And look there, hiding among the buildings. Workers! They are building fortifications, which will impede our advance. Your incompetence will cost many lives" said Beleg the mighty, leader of the first assault wave. He slowly shook his head.
"When do we attack?" asked a young clubman suddenly, acting a lot braver than he felt.
"Still waiting on orders by raven from home"
Back in Rohirost Molach was arguing with his cabinet.
"I don't know, perhaps we should give peace a chance? Maybe our show of strength will intimidate him enough that we can obtain concessions. Perhaps an embargo will work?"
Ichabod looked aghast.
"Now is the time to strike! Our strategists give us near 100 percent chance of success!"
"But we lose our worldspell...and we are sure to lose many brave warriors..."
Ranamar was quick to intercede with his soothing, mesmerizing voice.
"While there are some that will not be with us tomorrow, we do not mourn those who die fulfilling their lives' purpose. For the greater good, and glory of Esus, we must overcome our reservations and strike fast, strike hard and strike true"
"And there is a worker we can capture after our victory, he can come home and make up the time lost building warriors instead of workers. We must strike!" Ichabod quickly said.
Molach finally nodded assent. He pushed the flap aside, and entered the tent of his liege.
"My Lady, I have come to the conclusion that we shall attack the Ljosalfar"
Rhoanna looked puzzled.
"Of course we are! This was why we trained warriors instead of working the land, this is why we aborted scouting. Our troops are merely awaiting your commands as to how to proceed!"
"Ah. Well, then. First we dispatch a raven to Alfheimr, declaring war on the Ljosalfar. At the same time we shout our Warcry, and advance our first band of warriors southwestwards toward the capital, attacking directly across the river. Our studies show that this attack will most likely be beaten back with extreme losses, but our second band will follow same path, and while the enemy warriors are busy mopping up after their win, they will smash into them, winning the day. And the scouts will be in reserve, ready to mop up any survivors."
Rhoanna looked dubious.
"Wouldn't it be better to attack simultaneously, at different point, and push where there is a weakness?"
Molach just muttered that everything had to be in proper order, and the One would surely frown upon presuming to attack with more units at the same time. Rhoanna left him and took charge.
Here is the score. My first MP attack. My heart actually started pounding as I alt-clicked, and sent the first warrior 'Beleg' off.
I did a little sim before attacking.
Made a sandbox game.
Test: 2 warrior 1 scout vs. 1 warrior across river in city with 10% cultural defense.
First attack by warrior gives 22.7% odds.
1: First warrior won.
2: First warrior lost, enemy damaged to 2.0. Second warrior has 71% odds. Second warrior lost, enemy damaged to 0.3. Scout has 99% odds. Scout wins.
3: First warrior lost, enemy damaged to 0.4. Both have 99% odds. Win with scout, 2 exp.
4: Same as 3.
5: First warrior lost, enemy to 1.0. Warrior gets 99.7, scout gets 97.5. Warriors wins (3 exp)
6: Same as 5. Attacked with scout at 97.5%, got 4 exp.
7: First warrior won (10 exp)
8: First warrior wins again &%&%¤ using up all my good luck here.
9: First warrior lost, enemy to 2.0. Second warrior wins 71% (6 exp)
10: Same as 9.
11: First lost, enemy to 0.4. Both 99+% odds. Attack with warrior, only 1 exp.
12: First win again.
13: 9 again.
14: First lost, and enemy to 2.5. Second warrior 45% odds. But he won.
15: First win
16: First lost, enemy to 1.5. 95.6% odds on warrior, win for 5 exp.
17: Same as 2.
18: Same as 11.
19: Same as 16.
20: Same as 6.
Summary:
0: Lose all soldiers.
2: Lose both warriors
13: Lose 1 warrior
5: Lose no men.
...so I attack
Next screenshot is missing due to &%¤%&. Just take the last screenshot minus one of my warriors. Enemy? Not DAMAGED AT ALL! Here is where I consider calling it off. But at this point, I've made an enemy for probably life, I've blown my worldspell and warriors are cheap anyway. From the sim, it appeared to be roughly 50% chance of success. Maybe.
Whew. 0.4 health left. Scout got 99.9% odds.
Arendel Phaedra, Creative Spiritualist, was killed in her Palace turn 9!!
(I think imageshack deleted my original, must have looked like a naked chick, so I hid her behind a tree. And I've perhaps played too much Werewolf)
Gaining a worker, but losing all warriors, I decided to complete my warrior. 3 turn warrior, 3 turn grow. Would like a settler, but guess I need more warriors to defend new cities. Both barbs and Serdoa are lurking here.
Scout can pop the hut NW, after making sure worker is gonna get home safe.
Before:
New world order:
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Ichabod, I blame your desire for scout rush for my sub-par warrior luck.
Despite the little story, it was of course my call & responsebility to go to war.
Now what? Worker will move towards home, scout will promote to combat 1, and hopefully find an animal while the hippy promo is still 'on'. Serdoa deleted some warriors, as his upkeep must have been getting high. Replacement warrior completes in 2 turns. Scout can pop the hut NW of where he is now, or perhaps beeline towards the demon warrior is better - if I can get to him. How many warriors?
Nabbing the worker means I'm back in the game again instead of way behind (with some extra land to expand into). Since I only put 1 turn into my own worker this far, just what I needed. I'm not sure if the 'slow worker' thing will hurt too much - he will build a farm and two plantations, then have to wait for mining. I could perhaps farm the riverside plains tiles, but not sure if I'd work them - cottages would make more sense here as I'd surely be in agranism before long. I'm thinking that I should revolt as soon as calendar is researched - any thoughts on this?
Will the tracker automatically know that Sian is gone?
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Tomorrow I'm leaving for easter. I think I'll be able to play, maybe not update as much. But if all goes wrong, if I don't post something wednesday night perhaps you could just grab it for 3 turns? I suppose just clicking the 'download' button from tracker will work, then send the save directly to whosit after? Password is 'rohan'.
Next move is worker + scout 2 NE, towards home. Keep building warrior,work same tiles as he can't be sped up anyway.
Second turn: Move both NE (made a decision to go after demon warrior, or at least scout out the north a bit). Same build.
Third turn: Move both NE again. (If elven worker moves fast through jungle, he will farm the corn, obviously.
Fourth turn: I'll play this. I'm guessing to build more warriors, 2-3 while growing a bit more, then going settlers. But far too keyed up to make rational decicions now.
Serdoa will be gone till thursday morning, so I guess I won't play wednesday after all. But if I don't post anything more here before thursday, I am offline.
Woot! A worker! As you said, just what you needed to make the gamble pay off. Losing the first warrior for no damage is rough, though.
I can believe entirely how nervous you were feeling when you made the war declaration there. It just feels so consequential.
As an aside, based on the demos we saw there, I think Sian was the one who lost his scout, because there was a rival with 6000 before you took the city, and there wasn't one afterward.
I think the Elven worker should fast-move through jungle... Dwarf ones fast-move over hills. The slow worker effect means you're probably going to need to spend an extra turn on improvements, but not all of them, because the rounding will interact with the rounding from playing on Quick, too.
(March 26th, 2013, 02:04)novice Wrote: You broke the tracker already!?
Haven't you heard? The tracker's been broken more often than functional this game!
(Alright, I'm kidding, but it seems like that sometimes...)
Edit: To clarify, I think the tracker has actually seemed "broken" because of confusion about players, more than because of anything about it actually being broken.
Good job! Muruin or however one spells his name is from the scenario where Rosier the Paladin and Decius fall from grace. He's not too strong (wicked sprite, however).
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.
The worker was a major break for us. That makes the rush an incredible boost, not just a major one. I think we need one more worker before going full growth with the capital, though, since the elven worker is slower than normal....
Something just hit me... Isn't it possible to build improvements in forests with an elven worker? I'm guessing it isn't, but for a moment I thought it could be... We got to check this out...
Anyway, I'm positive the elven worker gets double movement on forests/jungle.
It's a pity that we don't have too much good improvable tiles in the capital. Anyway, we need to get settlers as soon as possible, to use the awesome land avaiable now that Sian is gone. By the way, we need to explore the area need those southern dyes before choosing a second city site. A city there is also looking to be great. With all that resource commerce, rushing BW will be smoothre than I imagined. And cottages are looking worst, from what I can see, since you have a pretty hilly region around you, which makes farm + mines better.
Operation internet successful. So I should be able to get in my turns, but probably no real reports with pictures (or strategizing) before monday. But next few turns are set in stone anyway.
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I'm pretty sure that you need elven citizens (civ) to double up with trees, not just workers. Otherwise FFH optimal strategy would be rushing elves for the win...
About building extra workers, My elvish worker has only 3 projects until mining completes - build a grain farm then two dye plantations. After mining there's a lot more to do - Mine 3 hills, chop 2 forests and then another farm and mine. So I think I'll get along fine with one until mining, should be able to pop my second worker quickly for some mining action then.
By rushing to education instead of mining I can lay down two cottages on river plains, but I see that as a far weaker opening, because then I'd still be stuck until mining (at capital at least). Need hammers to expand with my expansive trait. I am thinking to settle the plains hill east of corn as city two. Good food-tile plus a plantationable dye plus good production and defensivability from PH plant. It is close enough to my border.
So only question is how many warriors until settler. Perhaps two more while growing to 4, then work 2*dye, corn farm and grassland hill. Or build however many I can while I grow to 5 and add the ancient forest tile. Then probably worker, new city on warrior duty while capital builds settlers/workers. Tech mining and if I have bronze, BW for +str and jungle removal (gems). Exploration probably after mining, festivals probably after BW and then...
I've got a nice defensible belt north of capital vs barbs, they walk into desert and suffer -25% penalty. Should be good to use as newbie-target-practise area.
And I must remember to mouse-over Perpetrator the clown and see if he has changed his style yet.