February 21st, 2015, 10:28
(This post was last modified: February 21st, 2015, 13:04 by Miguelito.)
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Oh no, I wasn't talking about replaying anything. You already forwarded the aave, didn't you? My plan is to spend one turn on axe, then whip it, start a settler, and once we can grow again we finish the granary. That way we'll never grow without granary, but get the axe faster.
After maths, we'll need masonry for the mids. If after that we go for currency, we might very well lose the MoM, but it could be the best play anyways, as I doubt we can sustain 8+ cities without currency.
Yep, gems and stones ee my priorities as well, also that secures land against THH. That cow will be his probably, hopefully we get a neat border without too much cre pressure. Don't know if we should push further than stones site south of the water. What we could consider is settling on one of those hills to get the cow, but it' quite exposed, so I don't feel like it
February 21st, 2015, 16:23
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Ok, I decided to not hold up the turn any longer (though THH adverted he wouldn't play during the day, but for Mardoc it may be helpful?)
Here is The Human Hydrant:
and his land
I offered him open borders. If he accepts, we'll get the trade routes once we found the gems city. If he doesn't, we may consider unfriendly scouting next turn (that warrior is on 1.7/2, so no way we attack anything there). That galley means we will have to worry about boats, also regarding our stone plant. A galley 44 from the cows forks both cities, meaning that one movers could not cover all possible unloading tiles before Engineering, nor both city tiles. OTOH, we'll have numids?
I don't want to change the dotmap; we could in theory move the gems city 1E, but that way we lose a rice and the silk filler is even more useless. The stone city can't be moved if we want to hook it up fast. But we'll need at least two axes in both cities rather soon ![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif) (chariots off boats won't win against axes on a hill, will they?). Or we just try to raze his city, but he can easily block the channel and we don't have horses too soon.
Let's hope he just stays peaceful
Pfeffi stole a mine from GD so next turn it can just 2-whip the library. If there's no objection, we'll save gold next turn again (not necessary for maths) in order not to waste library beakers.
Our warrior ran into some bad guys, but our clubs are spikier than theirs ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) The other barb (on the coast) went into the fog
Demos:
Don't know if we're good or bad, but first in pop and land and not far behind on GNP/CY can't be too bad.
February 22nd, 2015, 05:53
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THH took OB, and we had a look inside his land:
Nanjing is his most recent city and nicely unimproved yet ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) - looks like we managed to get ahead a bit on our mainland standing.
What is important right now is that he doesn't start setltling towards that cow, because that way we would have conflict about the stones. I suspect that he did not scout that stones, because we found the scout in the east and we have been around the area for some time without making contact. So I hope he follows the assumed direction of his scouting and just settles on the coast.
Beautiful Pfeffi whipped its library. It will start an axe now which is intended to protect the stone site. We may need a whip after 6t, as production may be little whith the scientists.
Demos (after hitting enter) don't look too pretty, as we're saving gold and just whipped around a little, let's see what this looks like with two scientists and our first hamlet after next turn
I also projected some coastline roads:
On our island, roading that forest speeds up the stone plant by one turn, which has to do with galley logistics. Roading the forests on the mainland is abit slow, but will pay off when we start chopping for the MoM. Both settlers will be coming from TOS (one via galley from GD), so it's important to get those roads up, as well as for defense of course. Roading the jungle speeds up the plant an extra turn, so we should definitely do that.
TOS went unhappy when it grew eot, because I sent its warrior fogbusting; the other warrior is coming back just in time though
February 23rd, 2015, 02:26
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February 23rd, 2015, 13:07
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Just looking at the new save, we're using 2 scientists in Pfeffi this turn right ? So GS in 6 turns for an academy ? Tech is maths->masonry->currency->calendar I think, unless we're ok economically by the time we finish masonry. Actually I don't think that's likely. But we have 4 turns at 100% ahead, then some gold saving then
I was wondering what the micro plan was, this turn worker+axe in the galley to start farming the corn on the mainland ? Our workers are slightly out of place, 3 on the island is not needed, the land that needs to be improved is the mainland. Not criticizing here, there was no good moment to relocate them. (I'm aware that you want to road the forest tile 2E1S of Pfeffi, but the other two worker on the island are out of things to do so they can do that one turn later than the southeastern island worker).
THH is at 4 cities. The GD settler goes to the gems and the TOS one to the stone right ? At least it looks that way, there would be some weird settler movements if it was the other way around.
In the end which spot are we settling for the gems ? Red dot or cyan dot ? You probably said it already, I have a week off now and I realize how much I needed the rest : I've forgotten half of what I did or read last week.
February 23rd, 2015, 14:37
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(February 23rd, 2015, 13:07)AdrienIer Wrote: Just looking at the new save, we're using 2 scientists in Pfeffi this turn right ? So GS in 6 turns for an academy ? Tech is maths->masonry->currency->calendar I think, unless we're ok economically by the time we finish masonry. Actually I don't think that's likely. But we have 4 turns at 100% ahead, then some gold saving then
I was wondering what the micro plan was, this turn worker+axe in the galley to start farming the corn on the mainland ? Our workers are slightly out of place, 3 on the island is not needed, the land that needs to be improved is the mainland. Not criticizing here, there was no good moment to relocate them. (I'm aware that you want to road the forest tile 2E1S of Pfeffi, but the other two worker on the island are out of things to do so they can do that one turn later than the southeastern island worker).
THH is at 4 cities. The GD settler goes to the gems and the TOS one to the stone right ? At least it looks that way, there would be some weird settler movements if it was the other way around.
In the end which spot are we settling for the gems ? Red dot or cyan dot ? You probably said it already, I have a week off now and I realize how much I needed the rest : I've forgotten half of what I did or read last week.
- 2 scientists till GS - yep
- 100% d'accord with you on tech, with the exception that Polytheism might become just too tempting
- the micro plan is actually quite different, I'd like to call it innovative istead of weird though ![crazyeye crazyeye](https://www.realmsbeyond.net/forums/images/smilies/crazyeye.gif) :
+ worker + axe from the island go on the galley, yes, but are going to be unloaded straight on the gem tile, to start roading before the city is founded - I want HAPPY! There just most not be a barb axe around.
+ the settler from TOS is 2-whipped ASAP and will use the new roads to get to the gems spot reasonably fast. GD shouldn't whip right now, but the settler will get on the returning galley right when it is built - that's why the road is important, to get it into TOS the next turn, from where it can then move straight onto the - hopefully roaded - jungle tile. We need a TOS axe for protection, also the spear from Pfeffi is intended for stone city.
+ the corn at TOS isn't really pressing before we get more happy / the stone city. There's already 4 good tiles for working
All that could be spoiled by unlucky barbs
- THH is at 4 cities + his capital ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif) (unless he lost one to barbs, which would be awesome, haven't seen the save yet)
You've got 2 1/2h until I'm back from sports to tell me why the plan is stupid
February 23rd, 2015, 16:32
(This post was last modified: February 23rd, 2015, 16:40 by AdrienIer.)
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No that sounds fine. I don't like the idea of not improving corn on purpose though. And yeah what I meant is THH has one city more than us
February 23rd, 2015, 17:33
(This post was last modified: February 23rd, 2015, 17:35 by Miguelito.)
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Double turn report!
T 47
Swift report, because it happened so long ago...
Behold, enemies! Our words are backed with metallic weapons! (nukes are banned)
That demos shocked me a bit, because 65 GNP?? OTOH, THH gets 10 free Cre culture and Mardoc has built two wonders with even more culture (all that does count in GNP, or am I totally wrong here?). But also that CY lead seams quite far off...
...fast forward to T 48 (after hitting enter, but it doesn't change anything):
Looks like with our scientists, we look a lot better ![nod nod](https://www.realmsbeyond.net/forums/images/smilies/nod.gif) (well, CY is still worrying a little)
Foreign news:
This is THH's mainland city (I can't see the borders of another, so if he has one, it must be quite far away). The plains forest / crabs is symmetric to ours, but he got pigs where we have dry corn, and his gems is closer ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
THH also got his capital on size 6, which means he either got a happy resource connected (could be a sign of a MoM rush) or just wants to 3-pop whip something (doubtful, he gets cheap libraries and the granary is 2 pop - maybe a settler?). We'll see his resources once we found gems city...
Our warrior is cheekily healing in THH's city. One of his warriors went off scouting it seems, I hope he doesn't see the stone - I don't think it'd change anything though
...which is an issue. I checked the settler path and found this:
if we lose that warrior, we're a bit screwed, most probably having to attack amphibiously with the axe...
we don't, but it's close (warrior down to .4/2)
But, half a second later...
We've got two options now:
- safe play is to unload the axe and worker onto our injured wariror. that way the city is not delayed, but we can't start roading the gems, so we get happy 2t later
- wildcard is unloading the axe and worker on the gems, retreat the warrior, and hope the barb attacks our axe. Then everything is on schedule (barring further barbs). If the barb warrior follows ours, we have to change plans, probably just doing what you considered first - settling the stone from TOS and galley - founding gems city with the GD settler, delaying that plant significantly.
I'm leaning towards the secound option, because what barb would not love to throw his life into our axes
-> serious mechanics question: What's the probality of a barb attacking if he has the chance, and does it depend on his odds to survive the battle?
February 23rd, 2015, 18:19
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Oh, another option is to retreat the warrior and leave the axe/worker on the galley. If the barb follows our warrior, we have to attack amphibiously with the axe onto a forest or retreat further, if he goes another way we can follow the plan.
Don't like that option personally
February 23rd, 2015, 18:21
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(February 23rd, 2015, 17:33)Miguelito Wrote: -> serious mechanics question: What's the probality of a barb attacking if he has the chance, and does it depend on his odds to survive the battle? Dunno for sure, but it's ridiculously high. Barbarians don't fear for their lives, weakling!
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