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Okay, so the issue is we need a strong and skilled leader willing to act ruthlessly to destroy any attempts to ruin our game. Because this next war is going to decide the game. For that I nominate Sevenspirits because he is arguably the single strongest player on the site and he knows his shit.
Time is on our side. If we can hold off our opponent's advance, we can use our sheer size to catch up on tech and production.
Right now, CFC is #2, and they have the initiative because they have a multi-team alliance united in the name of gaining land. What we need to do is use that against them, we need to set up a counter-alliance with the French teams CivFR and UniversCiv, because they understand that once we're done soaking up slings-and-arrows, they are next. So that have everything to gain from us destroying the CoW's stacks, and they in turn counterattack and snatch up some poorly-defended cities.
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I don't think we should be nominating others for turn player - it's a huge commitment and we shouldn't pressure someone into accepting when they may not have the time.
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We will definitely find a replacement turn player if needed (Seven would be an excellent choice), but let's cool down still for a while. Sullla has a thing for strong expressions and having already invested so much into this game, I would bet my money that in the end he is willing to run also this extra mile in order to grind our enemies down. I'm sure if a change is needed Sullla will express it very clearly and well in advance so that the team has time to react.
Let's focus instead on in-game stuff!
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Thoughts about Mansa's Muse: I prefer keeping it as is. I like the idea of 2-pop whipping after it makes a great person (and I've checked, it'll hit the 2-pop threshold). Yes, it grows slowly, but there aren't that many tiles left for MM to work. We drop the grass farm, and he and the other two freed specialists take 3 cottages that are being worked by Focal Point for a +5 food surplus. Once it grows another pop point, it retakes the gold tile from Forbidden Fruit.
Oh, and both MM and ED pop great people in 14 turns. So no need to make MM starve.
July 30th, 2013, 06:11
(This post was last modified: July 30th, 2013, 06:33 by Nicolae Carpathia.)
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Oh, fun fact. CFC switched into research mode and picked up Chemistry. They can research Steel. Uh, that's really bad. We can handle S14 rifles with alot of collateral. We don't have a good way of handing collateral-immune S12 cannons.
Edit: One final thought, let's get this sentry chariot (Dazedroyalty) down to the CFC border. I think he's been sitting in our territory for too long.
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Since Rifling is the key tech to winning right now, how many turns would we cut of its research time if we popped the GA as soon add we're able to and not worry with the State Property revolt timing? If we are able to draft rifles a few turns sooner that may be a huge benefit for us. I know we would rather not draft in a golden age due to the inefficiency but this is probably a case where it's is more efficient to keep our economy running by not losing cities and earlier rifles could help with that even if it gives us a new challenge to solve later on when we finally do get to SP and need to revolt.
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SP is at least a 2t revolt now, so that's expensive. It may be necessary, but it ain't cheap.
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No, I really don't have much interest in the grinding bloodbath that's upcoming in the next few turns. But no one else is expressing much interest in taking over either, not least because most people on this team are playing in 2-3 games elsewhere, most of which get abandoned and never finished. I genuinely do not want to play these turns. Running this team is a completely thankless task, and the longer you do it, the more of a chore it becomes. scooter was extremely ready to stop after just two weeks. I've been doing this for 14 months now. But again, what can you do? It really sucks.
People posting seem to have missed half of the stuff we worked out in the past. No, we can't go screwing around with Great Person generation in Mansa's Muse, because the whole point was to pop two Great People for a Golden Age. Debating Anarchy turns for State Property civic is so far in the future that it's just pointless. We can't worry about stuff like that right now. I'm not even convinced that we'll be able to hold Eastern Dealers (the National Epic city) for the 20 turns we'll need to get that second Great Person.
CFC researched Chemistry last turn. I wrote this in the turn report. I guess everyone missed that.
There's a war chariot en route to CFC territory already. I also wrote that in the turn report. We need the Sentry unit on the front lines in the west.
I have absolutely no idea how to stop all of these attacks coming at the same time. There are too many enemy units and our fronts are ridiculously far apart.
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I would suggest that if/when war breaks out, we split turns responsibilities in half between the war turn and domestics. Let Sullla do the non-combat workers and cities, let someone else capable handle the tactical slog. I think that's the best way to preserve the sanity of everyone involved.
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That happened in the Apolyton demogame with Sulla handling city and Worker management, and sunrise089 handling troop logistics. It seemed to work quite well.
Darrell
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