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Intersite Game - Turn Discussion Thread

Looks like a plains hill to me, and yeah 3 turns to build the road has to be from ordering the road after spending all the worker's movement points to get onto the hill.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Okay folks, I'm going to log into the game and I'm streaming now: http://www.twitch.tv/noblehelium

We'll start by drawing up a plan and then we'll see about executing it.
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So a group of about 8 of us participated in the pre-turn stream tonight for a few hours, helping Noble get his bearing in game. Definitely a bit of a frustrating turn, not because of anything in-game, just because there's so much to start to keep track of when you've not been playing the turns. At least Noble was able to stream with video and audio successfully on his first try.

The turn isn't over yet, so no full report, but here are some issues that emerged:

*Most importantly, Noble plans to stream the rest of the turn tomorrow when he gets home from work, around 9:00pm eastern. He should repost the stream link here then. I'll be afk from tomorrow evening through Sunday morning to take my daughter to an amusement park in PA, so I know any and all help in advance of and during the small window he'll have to play will be helpful.

*City builds have been changed substantially, as shown by this updated F1 screen:

[Image: T166%20F1%20Rev2.jpg]
It's probably easiest to list the cities not on cat or spy builds:
-->Mansa's Muse is continuing to build a bank, befitting its importance to our economy
-->Four German cities are building granaries and/or lighthouses: SplendidIsolate, Jack Frost, The X Factor, and Dom Dilemma
-->Eastern Dealers can't have its specialists whipped away and so is building a market
-->Horsefeathers is using its Heroic Epic to build a musket
-->Starfall is drafting its pop nearly every turn, and is building walls
-->and Ditchdigger is building wealth waiting for WPC to return stone to us

Speaking of Ditchdigger, he's a view into the city showing its overflow:

[Image: T166%20Ditchdigger.JPG]
The plan for a while has been to wait for stone to be returned to us, build walls, and whip a castle. Noble raised the possibility of using the overflow now a unit, and getting overflow from that unit back onto walls. Inelegant considering the city has no barracks and a cat would be a 1pop whip, but something to consider.

Another city I was asked to flag was Let It Snow:

[Image: T166%20Let%20It%20Snow.JPG]
A cat whipped next turn here is useful. It can make it to the CFC front in plenty of time, or could contribute to the Apolyton stack depending on how far it penetrates into our territory before we engage it. However the courthouse is a straight 6 gold for 1pop and can be whipped immediately.

The general plan for all of the other cities is to slave the cats and spies in the queue next turn. If people object to some of these builds feel free to speak up. We have a little more time to decide whether to crack the whip next turn, and then a bit more time after that to discuss where the overflow should go.

*Starfall was drafted but we need to decide on a full slate of 4 more cities to draft. Unfortunately we're going to have to stack draft anger at least somewhat - most German cities aren't near size 6 yet and it doesn't look like our enemies are going to wait for them to be. The nominees are Tree Huggers, Simple Life, Catherine, and our friend Let It Snow, but feel free to suggest other spots:

[Image: T166%20Tree%20Huggers.JPG]
[Image: T166%20Simple%20Life.JPG]
[Image: T166%20Catherine.JPG]
[Image: T166%20Let%20It%20Snow%20Rev2.JPG]
*With the spies on hand and in the queue, we hope to get some visibility on the incoming enemy stacks. Depending on when Apolyton and Civplayers move in, we may or may not have warning, but especially in the southwest even 1 turn notice of where the stack is headed would be useful. One very useful action for our spies would be to pillage the border roads at The Gauntlet and Starfall. It would be great for anyone who is knowledge about the EP system to let us know if that's feasible. Otherwise I'll try to get a few minutes to look it up in Sullla's excellent EP summary he recently posted.

*Speaking of The Gauntlet, you can see a screenshot of the area in my earlier post. Should we begin pillaging the roads from the area now?

*While nothing has really changed externally with out team, perhaps every little bit helps with Scooter's continual attempts to find us some friends. I don't think it will swing things that much in our favor, but if the turnplayer switch or the new military builds (which our enemies will see next turn in earnest via civstats) can be used to chip into the axis of evil threatening us...well again perhaps every little bit helps.

*I'll leave this to Noble to request, but depending on how much discussion there is through the overnight and tomorrow morning (hopefully lots!), we could request a pause due to a new turnplayer if it looks like we're going to have trouble finishing the turn on time. Hopefully though I can swap any needed builds and hit the draft buttons tomorrow on my lunch break, and so Noble will only need to move some units and handle the workers tomorrow.
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Okay, so here's what the domestic advisor looks like right now.

[Image: t166-f1a.JPG]

[Image: t166-f1b.JPG]

No builds are fully determined yet, but that's the preliminary analysis. The smaller cities won't actually be able to complete the catapults until they get to size 4. The general idea is that we'll need two spies for Apolyton, two spies for CFC, and three spies for CivPlayers. If we lose any then we'll replace them. I think sunrise is going to post a real turn report and solicit feedback, but he's logged off so I'm not sure what's going on there. Edit: whoops, looks like sunrise posted while I was typing that. So never mind.

In any event, the idea is to stream again tomorrow night at around 9-10 EDT (UTC -4). Apologies to the Europeans but I'm not likely to be available much earlier than that on weekdays.
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Thanks Nobes, for stepping up to the plate thumbsup. Sorry Lewwyn that you couldn't be our turnplayer, but I think it's more important that we leave all the actual moving-of-units and build-queue changing to one person. We had some disorganisation issues last turn, no one knew who was going to draft the last two cities, and we hadn't gotten around to switching around all our city builds until this turn.

A couple of things. We can't pillage the roads around Gauntlet because our road's culture covers them.

Another thing, is it possible that we have too many catapults? Should we turn some of them into musket/knight whips, because we still need killing units to take advantage of our collateral.
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We're drafting for muskets and have a relative shortfall of catapults. I think catapults are more important then knights atm, but there's also the issue of them being more expensive to whip.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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We'll need at least some knights to flank Cannons and other Siege but Cats should be the big priority. Cannons are CFC's ace card, if we can nullify that then we can fight them on an even footing.

Hopefully we can get the loan from UCiv so we can start drafting Rifles before ApolytonPlayers expect it.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Knights cannot flank cannons...
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I'm about to go to sleep but now that I think about it I think we might be overcorrecting. There should be a number of cities that can get to size 6 and it would make sense to get them there so that we can draft rather than whip catapults. Ideally we plan our next four turns' worth of drafts now so that we get a clear picture of what cities should be whipped and which should not. We can't really assume that we'll be able to draft five muskets every turn and whip catapults everywhere without actually checking the feasibility of that first.

With that in mind I think asking for a pause is probably a good idea, unless we think it negatively impacts our "ferociousness" or whatever that causes other teams to fight in a way that reduces our chances. lol
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Well I for one welcome our new micromanaging overlords.

My only serious observation is that some pikes might be handy in Ditchdigger and (possibly) Starfall as the cities most vulnerable to 2-movers. The sooner they're built the faster they can build up fortify bonus (I think a pike would be a 2-pop whip for Ditchdigger too.)

Thanks Noble and Sunrise for taking the reins and thanks Sulla for all the work and great reporting you've done so far. popcorn
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