November 29th, 2014, 03:04
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A scout can't step on a tile if there's an enemy unit on it.
November 29th, 2014, 10:00
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You have a chance to kill Krill in a game of civ, not many people get that opportunity.
More seriously, those are not good neighbours to roll IMO. Gavagai rarely lets a problem pass peacefully that he can solve with violence. If his scout comes in range on our warrior, I'd take the shot, certainly don't give him the opportunity to sit on any resource tiles. Ideally though we want to expand in peace for a while, so if he stays respectfully away from our borders, then I'd reciprocate. I'd emphasise again the need to send a warrior down there to investigate.
November 29th, 2014, 10:55
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Quote:Gavagai rarely lets a problem pass peacefully that he can solve with violence.
Now that's a QotM.
Current games (All): RtR: PB80 Civ 6: PBEM23
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November 29th, 2014, 13:29
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He moved his scout along the red arrow, into the forest, at the end of last turn.
Beginning of this turn, I move my warrior to the Circled tile, so his scout feels forced to move 2 tiles away... Which means backing off, veering to the west away from my territory, or taking a bold plunge straight into my borders.. Thinking about it now I should've done Red Dot instead to prevent the lattermost move..
My thinking was he won't end his scout anywhere within 1 tile of warrior, but maybe he'll take a chance on the river & forest defensive bonuses to stay close to my borders.. Green dot would be the most annoying option he could choose..
November 29th, 2014, 14:32
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Should be interesting to see what they'll do.
November 30th, 2014, 03:09
(This post was last modified: November 30th, 2014, 03:09 by GermanJoey.)
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(November 29th, 2014, 10:00)The Black Sword Wrote: You have a chance to kill Krill in a game of civ, not many people get that opportunity. ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif)
More seriously, those are not good neighbours to roll IMO. Gavagai rarely lets a problem pass peacefully that he can solve with violence.
I'm lolling, but seriously, my experience/understanding is that Gavagai respects strength. He will play strong and then judge you based on his own standard. Think of him as a big predator beast, by which I mean like a Tiger prowling his territory in the jungle rather than some sad ass zoo cat. If you can look him in the eye without flinching, well, maybe y'all can come to some kind of fair and mutual accord. However, if you roll over and show him your belly, don't be surprised if he leans in to take a bite because he just can't help himself. Same goes for throwing a stick at him - it better be poison-tipped and launched out of 50 caliber, turret-mounted battleship gun, because even then he ain't goin' down easy. And you better not miss!
November 30th, 2014, 21:40
(This post was last modified: November 30th, 2014, 22:12 by agent427.)
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Should I take the shot?
December 1st, 2014, 04:24
(This post was last modified: December 1st, 2014, 05:27 by The Black Sword.)
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How did his scout manage to get there?
EDIT: Obviously he just walked under our warrior, since we're not at war. Wasn't thinking!
I logged in to check out the situation. Those odds are too low for me. I'd put the warrior on the hill, so he can't step on the wheat or we'll kill him and move 1 of the workers NW, block that tile so he can't get to the cows. We need to build a road there back to the capital anyway for trade routes anyway. The other worker can pasture the cows in city 2.
Domestic points:
-We weren't working the wheat, so I switched to it from the cows.
-We have a half-built Ikhanda in the capital. A warrior would have been much better. Our capital doesn't need any culture and it's maintenance is tiny, it won't even save us 1gpt. So all it does is give promos like a normal barracks, and it's way too early for one of those. If we did want some promo units, it's better to build a barracks in city 2 or 3, where the culture is more useful and then build the units there, letting the capital continue pumping workers or settlers.
December 1st, 2014, 04:51
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Warriors might seem useless, because they're not very good at defending your cities/units from barbs or enemy civs, but they are actually very useful units to have. First of all, they count as a garrison unit, unlike a scout, so every warrior you build now is an axe/chariot/archer you don't have to build later. Second, they can scout relatively safely, without worrying that any surprise bear or barb warrior is instant-death. Finally, they can bust spawn as well as any other unit. barb units will not spawn within 2 tiles of any other unit or any cultural border, and so you can use warriors to plug "holes" in your backlines so that you need far fewer quality units to kill the barbs that actually do spawn. Later, you can pull your warrior-scouts and spawn-busters back in to serve as military police in your new expansions.
December 1st, 2014, 18:56
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Alright, here's pretty much the first thing I tried for settling the copper city. There's almost certainly room for improvement, but I'm not going to get a chance to work on it for a bit, so I thought I'd post it.
Current turn; 2 workers road + cancel their actions, 3rd worker improves cows. Set research to 0% for a turn. I didn't notice this earlier, but 90% research is probably losing a beaker per turn to rounding, which is a lot to be losing at this early stage. Better to have a turn at 0% and the run 100% generally.
Workers complete the roads on the tiles indicated to connect the 2 cities. Note, the warrior we have currently produced is free to explore south in this plan.
Stack two workers on the cow to finish the pasture as the city grows to size 2. Other worker roads NW of the capital. Just produced warrior goes to defog copper site.
2 freed workers move to chop.
Free worker puts a turn into the road then cancels. Start Ikhanda in city 2(not sure about this).
After we grow to 4 in the capital, start settler, working phf and pf. Worker puts another turn into the road then cancels. Animal Husbandry may be a better choice than fishing.
Chops come in to complete settler. Worker to copper where he'll complete the road for once. City 2 starts a worker, will get it to 36/60 and 1-whip.
1 worker starts FP cottage. Other completes all these half-finished roads. Capital plans to 1-whip a worker as well. Settler is 1E of pig.
Finish roads, found city 2. Can start improving it's resources next turn.
*Need to think about granary production in particular.
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