As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[SPOILERS] William discovers a source of horse. FDR of Mongolia

I'm feeling hungry for some rice. :LOL: Too flat right now,...must wait until it rises.
Reply

(July 24th, 2014, 12:42)MindyMcCready Wrote: Too flat right now,...must wait until it rises.
...we've all had those times. Sorry bro. alright
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

(July 24th, 2014, 14:48)Commodore Wrote:
(July 24th, 2014, 12:42)MindyMcCready Wrote: Too flat right now,...must wait until it rises.
...we've all had those times. Sorry bro. alright

lol
Reply

Anyway, good you're back here, this thread is finally seeing some activity again! My Civ style when left to my own devices is pretty boring, if not economically uneffective.

(July 24th, 2014, 11:24)MindyMcCready Wrote: Oh such a shame. I was following and really hoping to see it to the end.

Congratulations on your survival. I would have been pushing for an 2MN invasion of course. hammer

Yeah, there was plenty to be said for that invasion. I'm sure it was possible to make gains in the right hands. I admire Harry/Fintourist and Commodore for playing on with fun goals when the game got massive but in the end I was just too fatigued by that game to put in the kind of thought and analysis that it would have taken.

Also, I was very conscious that whatever the result of that war would be, it wouldn't affect the outcome of the game ultimately. And the one thing I had some influence on that could affect the outcome was whether or not Plako could come crashing up from the south. So it seemed reasonable to just focus on the part that matters to the game as a whole, at that point, i.e. I really wouldn't want to be the reason why Plako won. But, I don't have any intuition for the late game at all, so maybe I had way more than enough to make it impossible for him to attack.

I'm afraid to go back and read the threads, honestly! It's like, some things will be revealed to me that will show things that I believed to be so for a year, are simply not so. And that's at best, at worst it would be like reading diaries of old classmates who knew things about me and didn't tell me, challenging my whole self-identity, hahaha.
Reply

(July 24th, 2014, 12:06)MindyMcCready Wrote: It looks like you agree to start with 2S of Stone. Let's discuss the rest later when we see how this shakes out with Molach.

I'm not really going to try to convince you at this point, but this is the way I see it:

Best case: we show up with Triemes and he surrenders the island to due tech disadvantage. I'd say we've got fair odds of this happening and it's my feeling that we should be pursuing the positive feedback loop of increasing our relative power to our neighbours.

Interesting take on it. With the way I think, it's probably no surprise that I wasn't really considering the offensive considerations of Triremes and a forward sea front at all, but Molach really wouldn't want his seafood torn up.

Right now, I'm thinking the biggest priority is getting the first settler to the south part. This, because the north part can be held with just units - cities plus units don't provide better defense immediately than just units. But the south part could be claimed by Cyneheard or AT or even Pindicator, and seeing a city there could dissuade them or prevent a plant that wrecks our placement.

Quote:I'm also curious if you can have 2 cities next to the clams like that. I'm pretty sure that I did that once in a game and was very surprised that I could do so.

You can - cities on different landmasses don't need to be 3 tiles apart. I don't remember seeing this in PB13 but Boldly had a city like this in PB11. But the mainland filler plant could be moved 1S since it wouldn't care about clams in first ring.

Quote:I ded-lurked AT once.

Yeah, I remember that, though I didn't follow PB9 very closely, just read through the lurker thread, really. And what ever happened to Cornflakes? That guy showed a lot of promise.

Quote:What's good is that, althought a slightly above-average player, there's not a significantly large skill gap between Molach and AT.

Interesting, thanks for the analysis. We know that Molach isn't hyper-invested in this game, having missed turns. He seems like a really smart guy off of the Civ board (just my intuition) but we know that doesn't always translate to the kind of thinking that makes you good in a game. (Not least important is how OCD someone is about small details and learning a massive database of game mechanics and heuristics.)

Quote:I'd say that you go for the full intimidation since it looks like neither Zanth or MYKI pose a serious threat right now. A spear on a forest would have odds against an amphibious axe?

Yeah, the -50% penalty from a boat cancels the +50% to melee, and the +50% on a forest gives the spear 6 strength vs 5.

Our overall power should keep Zanth away. He won't know that it's being deployed elsewhere. For all he knows the war dec was for pass-through workboat scouting.

Quote:I'd love to relieve MYKI of that city the minute it hits size2, but it'll have to wait. Zanth could 1T fork our 2 cities by landing on the cows with a set of roads so I don't love that he's developing that area. If Zanth makes a move on MYKI that'll really complicate our lives. :LOL:

Yeah, honestly I wouldn't know what to make of that. What's changed since the opening game analysis is now knowing that Zanth is on the north edge, so he has nothing to worry about in this game except expanding his empire southward. That's a big advantage, though it seems we were given land a little richer in compensation.
Reply

Turn 107:

Well, this could actually be a game-changer:




Apparently the reward for this could be 11 Keshiks!! That is so huge, it's mandatory to go for this. Even aside from the obvious benefit, having 11 additional strong units appear out of nowhere could be a decisive surprise factor. So completing this, it could be the first real stroke of luck in the 5% range to give a chance of a good showing among 33 players. (First, other than the very fortunate resource reveal around the capital.)

The other possible rewards are Sentry for all horse archers (nice, but not even close) and +1 food for every stable, also really nice. But the 11 keshiks are so clear it's not even worth thought... Spending 60 hammers to get a ger and a keshik together is crazy good, seeing that even base horse archers are one of the most useful units in the whole game.

Distant scouting:




Orange is Yuris, yet another solid player who is no world-beater, unless Mack shows up and swallows him whole again. rolf AT has 6 chariots here, and those are for defending against barbs. I don't really know what they're for, actually, since about 2 spears basically spoils the whole parade.




Lime green is the return of HarryTourist, who seem to be doing quite well. I met their galley on the way, that's how I know.

Island theater:




We met an AT chariot, on the hill 1E of the sheep. I think it's most likely here to scout, and that he doesn't know this is an island yet. I could have killed it with 69% odds from an axe, but I didn't want to make another enemy, and also we have a dye for whale trade with him I don't want to lose.

The plan is to settle the south spot in 3 turns if all looks clear. The mid spot would soon follow - another settler finishes next turn in Silver and could settle on T112.
Reply

(July 24th, 2014, 11:24)MindyMcCready Wrote: Congratulations on your survival. I would have been pushing for an 2MN invasion of course. hammer

dito
Reply

(July 24th, 2014, 23:02)WilliamLP Wrote: Turn 107:

Well, this could actually be a game-changer:

Apparently the reward for this could be 11 Keshiks!! That is so huge, it's mandatory to go for this. Even aside from the obvious benefit, having 11 additional strong units appear out of nowhere could be a decisive surprise factor. So completing this, it could be the first real stroke of luck in the 5% range to give a chance of a good showing among 33 players. (First, other than the very fortunate resource reveal around the capital.)

The other possible rewards are Sentry for all horse archers (nice, but not even close) and +1 food for every stable, also really nice. But the 11 keshiks are so clear it's not even worth thought... Spending 60 hammers to get a ger and a keshik together is crazy good, seeing that even base horse archers are one of the most useful units in the whole game.


Wow! That is enormous. We'll have to re-evaluate everything. Those 11 Keshiks combined with stacked mulit-whips could be enough to take out Zanth with some luck and planning. MYKI looks like a future soft target anyway so I wouldn't automatically waste such a surprise on him.

(July 24th, 2014, 23:02)WilliamLP Wrote: Lime green is the return of HarryTourist, who seem to be doing quite well. I met their galley on the way, that's how I know.

Those guys are a naval invasion terror. While they did absolutely amazing on the initiative in PB13, they sure were relying on the soft mercies of Mack. They're a risk to our island, but seeing as how they'll be 'away from home' often enough they're likely to also be vulnerable.

(July 24th, 2014, 23:02)WilliamLP Wrote: We met an AT chariot, on the hill 1E of the sheep. I think it's most likely here to scout, and that he doesn't know this is an island yet. I could have killed it with 69% odds from an axe, but I didn't want to make another enemy, and also we have a dye for whale trade with him I don't want to lose.

The plan is to settle the south spot in 3 turns if all looks clear. The mid spot would soon follow - another settler finishes next turn in Silver and could settle on T112.

Best to keep the peace for now, but boy that island is going to be hot unless we move fast.

That south spot has no advantages as I see it and invalidates alot of other locations. We could go with 4 cities (red dots) with solid defense or up to 6 cities with blue dots. We have to ask ourselves what is the purpose of these cities. You're looking for 3 strongly defensive, maybe profitable, vital cities. I'm looking at 5-6 continuous whip, power-producing size 6 cities that are working coast strictly for the purpose of being whipped away into land units or navy. If one or several of them get surprise razed, my only regret will be that I didn't whip them to size 1 before that happened. Given how hotly contested this island is going to be I strongly advise you to adopt my outlook for this island and the city placements.

I'm going to keep pushing for naval mobility and the forts necessary to make that happen. I consider your early arrival to Metal Casting to be largely meaningless unless our supply lines can be shortened.

To be sure, I highly value a seafood resource in order to increase our whip ability. Having navy + naval mobility + constant whip island cities + high food cities is the offense-based alternative to your defensive approach. Best defense is a good offense and all that.


Attached Files Thumbnail(s)
   
Reply

I'm personally leaning towards blue-dots with 2S of stone as my first plant followed by 1W of pigs. City #2 is safe from naval invasion and can provide forest chops in safety. It could also accomplish high naval mobility with a fort on the silk. That second blue dot also locks down the entire south side with the exception of boatable cities.

If we can't get Triemes into the theatre in short order, then there's a solid case to be made for City #2 to be City #1.

The 2nd from north blue dot can be move depending how much we want to troll Molach. Both northern cities can be moved over to guarantee control of Molach's fish.

Triemes! Triemes! These are the tool to force Molach concede or have his cities starve!
Reply

Love your new Avatar - Tremble before the Tapir the largest animal in South America!


(July 24th, 2014, 15:39)WilliamLP Wrote: Anyway, good you're back here, this thread is finally seeing some activity again! My Civ style when left to my own devices is pretty boring, if not economically uneffective.

Happy to be back. Now build me my naval fort! hammer

(July 24th, 2014, 15:39)WilliamLP Wrote: I'm afraid to go back and read the threads, honestly! It's like, some things will be revealed to me that will show things that I believed to be so for a year, are simply not so. And that's at best, at worst it would be like reading diaries of old classmates who knew things about me and didn't tell me, challenging my whole self-identity, hahaha.

Well going back may or may not be kind. I was apparantly considered insane for the advice I gave you on more than one occassion. Thankfully Tapirs and their ded-lurkers have think hide skin. :LOL:
Reply



Forum Jump: