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Q Bakes an Evil Doom Muffin

Kredom Wrote:for now i think it will be better to priorize the tactical place for the second city, and we will see where the 3rd city will go

The issue here is we can't do that if we intend to do the fast three cities -> legends plan, as the tactical spot doesn't have any food first ring.

I recommend REM/TBS read the last part of that chat, actually, as it is a very useful discussion on where the Kurios two cities will go. The area of paticular note (the other two are shortly upthread):


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The important bit:

Gruman: as i see it we have 2 places for the second city, your place K? and mi kurio city 2
me: Yeah...probably
But OTOH, maybe REM's west spot is best
It shares the rice
I mean...here's how I see it going: We want the Kurios to get to three cities ASAP
So we can fire worldspell, and so on
So I think we want Clan to pretty much go straight to another settler after this one
Meanwhile, Kurios will build one once they're grown
Gruman: K? = 14 rivers 5 jungles 2 hills 1 mountain
me: Then we found one, it's left at first borders for a few turns till the other one comes in and we pop legends
Gruman: kurio city 2 = 15 rivers 4 hills 2 jungles 1 less dye
Sent at 4:34 PM on Wednesday
Gruman: rems west point = 17 rivers? 4 hills, 1 desert 3 less tiles 2 shared tiles
Sent at 4:35 PM on Wednesday
Gruman: with mining in mind... i think i like as mant hills as i can get, with rivers
Sent at 4:36 PM on Wednesday
Gruman: not sure anyway... i dont feel very experienced or good player (my other 2 games can show that) but i guess kurios city 2 it feels slightly better
at least to boost production asap
then city 3 can go to the place rem suggested, or to the north wester part...
me: Your spot versus mine:
Mine has:
gh
mountain
grass
river dye
river gh

Yours has:
coast
ph
plains
plains
plains
Sent at 4:40 PM on Wednesday
me: https://dl.dropboxusercontent.com/u/1253...mer/11.png
Gruman: Error (404)
me: Huh.
Should work now
I think its mostly perception that yours has more production - because those ph are forested, whilst the K? ones are jungled or bare
Gruman: yup, the i dont like the jungle... but i guess i can remove it in a few turns...
me: The real advantage of your spot is the rivers which should protect against enemies
And afford a bit more tactical control
Gruman: that if we are going to be attacked, and that city is the front line... is something we need to keep in mind...
me: Yeah, I mean...I hope we push it further, but that's unlikely before a horseman rush
Whilst the real advantage of my spot is actually having the rice in first ring
Gruman: lol, now u see? you finally convince me that k? is better, and now iam in a doubt again
me: Hahaha
I'm not convinced, see
Either way
I mean...the thing is. If we go with your spot, we basically have to go west first
Because Rice is second ring for your spot, and we shouldn't bother with a monument with legends so close
But west is kinda inconvenient...
Gruman: and west city with 1 ring, is kind of useless... :S
me: Nah, because it share the caps rice
That's why west is better than your spot south
I mean, short term
Sent at 4:50 PM on Wednesday
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(December 23rd, 2014, 22:18)Qgqqqqq Wrote: Bug which I came across recently: Centaur Chargers require construction (NOT Trade) to train.

This...could have effects.

Not a bug, but a design choice, IMO. All chariots require Horseback Riding and Construction. Masonry + Construction is more expensive than Trade, and requires a lot of worker turns to give extra food, whereas Trade gives free commerce. Kurios don't need to build Siege Workshops, but tech requirements are the same as all other civs.
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No, tech requirements are different. Chariots need a siege workshop, horses, horseback riding and trade to train. Centaur Chargers need construction and horseback riding.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Okay, so I did some testing.

At 25.1% odds, he should have exactly 7xp. At 1.1 health, he should be able to promo-heal up to 1.8 heath (89/100) which will leave him with two turns healing, though after the first turn he'll be at 99/100 hp.
That means that next turn he'll be 49.8% chances against us on flatland, and the turn after that, 68.5% on flatland.

In other words, we have no chance of hitting him with our warrior.

Thus, I think we need to move the warrior west. I get the feeling he's going to heal up fully, which should let us position our warrior and goblin on the K? sign, which, for all intents and purposes, forces him to pass us (probably on the forest to the NE, which we'll be unable to uproot him from, but cross that bridge when it comes to it.

Why I did this simming before playing? I have a fresh-born scout that could have aided the equation. Looking at it, however, it's got a full 9 turns to reach the Kurio capital and, honeslty, we can build something in that time...however Kurios are in pacifism. Fuck it, I'm sending him down. I'm going to move my current warrior back to the forested hill NE of the Lanun, add another warrior when he pops out, and use that as the Northern defense. We don't need to explore more to the NE, any more would be a luxury, and not needing to change the micro for all our cities down south is definitely worth it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Quote:It's not Luck it is Bravery on the Battlefield! And you will see more of that. I was hoping to injure that scout and kill him with my approaching warrior, instead I turned him back for home.

I could kiss you, Kredom!

Anyway, we can't for a moment assume that this means they did turn a warrior back - I can easily see just the first part of that being true - but it's very valuable to realise that they have another warrior on the way.


Also, just generally, whilst I, too, was pissed off at their victory, it a) makes some internal sense, and b) was only 1 in 4 chance of happening. It's a bit off the stage where we can prove cheaters out of the mix.

And rather then going straight to the shared thread, it's probably best to post here and ask team/lurkers opinions on the matter - if it comes to it, it's less accusatory if a lurker is asking the question.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(December 24th, 2014, 13:10)Qgqqqqq Wrote: No, tech requirements are different. Chariots need a siege workshop, horses, horseback riding and trade to train.

Did you change that back in v10 or v11? I know Sareln took away the Trade requirement for chariots.
EitB 25 - Perpentach
Occasional mapmaker

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I can't remember, honestly. Maybe v11?

But yeah, totally my fault. Then again, it's not like construction is higher on the average Kurio players tech choices then Trade.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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20 hours since the save came, and team 2 asked the turn, so i played the turn.





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Err, sorry, we past like ship in the night...i played the turn about the same time :/

Strategic decisions you pictured are the same, but I spent half an hour renaming/placing signs, so I'm going to ask them to use mine, if that's okay.
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