(January 30th, 2015, 06:40)Qgqqqqq Wrote: For various reasons, I can't discuss this tonight. If you two think you have enough of a consensus to send something off now, then do so - don't wait for my input. Otherwise, I'll wait for the morrow.
Remember centaurs get defensive bonii, scouts don't.
They're definitely going south. I can outline why tomorrow.
Centaurs get defensive bonuses? Then we definitely should try and stop them getting those 2 northern forests.
(January 30th, 2015, 06:40)Qgqqqqq Wrote: For various reasons, I can't discuss this tonight. If you two think you have enough of a consensus to send something off now, then do so - don't wait for my input. Otherwise, I'll wait for the morrow.
Remember centaurs get defensive bonii, scouts don't.
They're definitely going south. I can outline why tomorrow.
Centaurs get defensive bonuses? Then we definitely should try and stop them getting those 2 northern forests.
if we want them to retreat, then we take the forest, and dont allow them to get it... they will retreat regroup, and come with more forces.
Instead i think its a better option to stay behind the forest, and when they finish their movement there, attack and destroy the invader..., we will surelly loose some troops but the surviving ones, will get some good exp. instead they will just loose troops. Besides if we stay at the edge of the forest, they might be able to move, attack and then retreat.
next turn kurios will start its centaur production 2, and they can counter attack some of their attacking force
me: Yo
Sent at 1:00 PM on Thursday
me: Can you talk?
Gruman: yup
me: Okay
Now. they're going to move their scout first, N->NW
Then (probably) they'll move their centaur to the tile NE of the lake
Because that's as far as he can get with 3 moves
I think we want to try and kill the centaur next turn, so that's the priority
Gruman: yup
me: (We have more hammers then them, our hammers take less time to reach the front, we can concentrate force, and so on
So my thought was to send ~4 warriors to the tile 2N of the lake
There they can hit him if he goes there
And can't be seen, no matter where he moves
Sent at 10:49 AM on Saturday
me: The question is...what to do about the scout? Do we try to kill him, because fuck it, that's fun
Do we want to leave him for a bit so he doesn
't reveal we have bronze weapons before the centaur moves?
Gruman: yup
me: ?
Sent at 1:00 PM on Thursday
me: Eh, I'll just do it
Gruman: wouldnt it be better 1N of the lake?
me: No.
Because then their scout can see the trap
Besides which, they're not going to move onto the wheat
Sent at 10:57 AM on Saturday
Gruman: and move 3 wars 2 SE (to the hill)?
me: Moving the units SE is a possibility
But I'm not sure it's worth it
Gruman: at least 3 or 4, a war is comming at the end of the turn... so the city would be safe anyway
me: Because of telling them we have bronze. and thus their centaur is in danger
Yeah, no question it's safe
1N of the lake is definitely worse, tho
Sent at 11:00 AM on Saturday
me: Okay, I'm just going to do it
Gruman: yup, there arent many options
Sent at 11:03 AM on Saturday
me: BTW
Lanun can't build ports in friends borders :/
We really should've tested...
Gruman: :S
me: Which means...I wonder if we should get a settler out of Lanun capital and plant it on the cotton NE of the Clan
Gruman: just for the port?
me: Because we've got two workboats exploring, so it's less upfront cost
Because it's the best Lanun location pre-sailing, and it costs no more then the cost of the settler
Gruman: it might do the trick, although i think the settler should be used on an island
me: Comes with insta-hooked cotton
Yeah, but that requires sailing. Which is a while away
And a fish
*is available
Plus, it has a mine that it'll take back from clan instantly. so it's a pretty good city
Here's the plan:
4 warriors are on the tile 2N of the lake. We think they will move the scout as shown, to reveal the most territory, and thenmove their centaur as shown. Thus, on our next turn, we will be able to attack and kill the centaur with said 4 warriors.
We've chosen not to move units to intercept the scout for two reasons. Firstly, the scout has no real military relevance. At worst he represents an information advantage, because for combat purposes he is little more than a warm body. At best he is xp for our troops. Secondly, as-is the scout move tells them nothing. They know nothing about our military capabilities, how quickly they can respond/are prepared for their attack; nothing. Thus, they will move the centaur without any information supplementing their decision, which hopefully gives us an advantage.
...it's only whilst writing that that I realise that it doesn't matter what order they want to move units in, Cardith Lorda is first so they move the centaur first!
So all of that was irrelevant. Ah, well. Anyway, we'll try and trap the scout into coming closer to home. If he moves as we expect (and no urgent situations arise), we'll move all but 3 units out of the city so he sees less when he moves (probably) onto the hill, but we still have enough units to whack him.
Other notes: We're wondering about slotting a settler soonish into Aotearoa, to be founded on the cotton tile NE of the Clan. This is because we realised a signiciant error this turn - Lanun workboats can't build ports in other teammates lands. Thus, we have two workboats gathering dust, and this is the best place pre-sailing for using them (fish/port) as well as a generally strong city as well.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I think that was partly my fault. I guess any other fiv can use a workboat to build in lanun land though. Better the other way around however!
With the warrens up next turn and supplementary wolves and centaurs I really cannot see how they can make a dent in us. They will not have odds on a copper war in a city.
Looking good! Then the failed rush will cost them dearly in build up. Have they even got the gems we can see mined yet?
Agreed. With the horse hook we can probably get the warrens up eot56. After that the vague plan is two slots of wolf riders to head north (they're not very good units, at the end of the day, so mainly just to serve as scouts/defend against the shock warrior that Sheelba has running around) before turning back to economy.
Yeah they have...
(They have a pasture on the horse, and another on the cow in Cardith's borders, but no other improvements we can detect.)
But still, very confident on winning economy-wise. Our GNP dwarfs theirs (save Jonas, who is roughly equivalent to most of theirs), our food is significantly higher and so is our production (these are hard to tell, exactly, due to the colours being similar, but we're higher regardless). Plus, we have 3 EXP leaders to their one.
(Speaking of which, what do people think we should switch Kredom's trait for in 20t?)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
There are UKJD traits we could choose when the switch comes in ~15t:
- CHM/RAI/AGG are out. We won't be going military soon enough for that to matter.
- FIN is out (Kurios aren't ever going to fund) as is CRE (cptn obvious!)
- ORG doesn't impress me. That's 1.5gpt atm, and sure it's going to rise significantly, but I doubt ever enough. We don't need the buildings, either, and Command Posts aren't THAT good, IMO.
- ARC is, IMO, something which will distract too much from the focus of the civ - we want to go down naval/metal lines, with easy shaman covering the gaps. To go ARC seems a bit unnecessary and distracting, tbh.
That leaves IND, SPI, or continuing with PHI.
Normally I'd go SPI at this stage, but the fact that we've got Jonas around to kinda cover that niche makes me wonder if it's unnecessary. It would, however, give us a lot more freedom economically - saving quite a few turns of anarchy and letting us get revolts into Runes, Religion, Arete, MS, FT and whichever council faster. It would also give cheap Temples to bump up the happy and potentially relieve the burden on the Clan (from thane production and onto other economic routes), and probably let us transfer into a more war-oriented religion later.
Industrious is one that has pretty good synergy, and probably the one I'm leaning towards. There are a bunch of great wonders - Form of the Titan, Bone Palace, the Great Library and Dereptus - all coming up very soon, and more to come. Besides which, we'll be heading up smelting for cheap IND-forges pretty soon, and the worker boost will come a bit in handy. Unfortunately, one of the best - The Great Lighthouse - we'd be unable to build. Also, marble was spotted in one of the overshore islands, and I'm not sure how they work in team play. Do the lurkers have any knowledge on this?
Finally PHI. It's a pretty good trait - libraries are things we want everywhere, as are EC, cheap as they are, and we could certainly use more GP - maybe a prophet for whoever founds runes, another academy in each of the Kurio cities, and maybe a GA for switches. Still....it feels a bit lackluster.
Thoughts?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Base BTS all wonders except the taj effect every civ in play - so a GLH effects all team civs. Although I am not 100% sure exactly what you are asking here tbf.
I would try to make sure we have an elder council in each kurio City and then change to ind, but that is just me : I'm