October 19th, 2016, 02:36
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Your warrior in the city has fortify bonus, correct? That coupled with the innate 25% defend city bonus (unless that was lost for warriors in 12.1) should see you safe. The second guy will have at least two turns fortify also (more if pillage).
I'm never worried by barb warriors attacking my cities. Higher strength units are a pain but not warriors.
Travelling on a mote of dust, suspended in a sunbeam.
October 20th, 2016, 11:49
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Thanks for being the voice of reason, Brian. Cooler heads prevailed and I just defended the city against the barb warrior. It went about as well as possible: he attacked instead of pillaging my pigs, and lost the combat.
October 24th, 2016, 11:39
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Busy weekend, so here's a double report.
Turn 42:
Mining came in so I can start to mine the gold. Calendar is next, for more happiness and commerce. I need to catch up to the other guys who already have some plantations:
Turn 43:
A good event for me, on a great tile:
With the gold mined, I could grow the capital. Since I need a warrior anyway, I'll delay the settler by a couple turns to give him an extra escort:
Working a gold mine helps my demos a lot. The governor is emphasizing production after I grew to the newly raised happy cap.
October 26th, 2016, 03:53
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Turn 44. Finished the warrior in the capital, settler will finish next turn. If I'm doing the math right, a one turn worker will follow.
More barbs are coming after Shoulder Parrot; I'll defend rather than attack out. I'm expecting the barb warrior to stick to forests this time, so I shouldn't have to worry about pillaging.
October 27th, 2016, 19:56
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Turn 45 starts with another event. Yay for free money!
Here's a shot from end of turn:
The barb warrior moved as expected; they like to stay on terrain with a defense bonus. He should move NW onto the forest and then attack the city.
As predicted, I have exactly enough overflow to one-turn a worker. I'd like to say that was the result of careful planning, but it's really serendipity.
Discovering Calendar pushes me into second place in score.
October 28th, 2016, 17:16
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The barb warrior moved to the forest, as predicted. The goblin is waiting; I'd be impressed if I thought the barbs were coordinating their attack, but it's just a coin flip giving the illusion of tactics.
Q has settled his third city, and built a Reliquary in his second city.
Probably not a bad idea: the Reliquary is that rare building that's better and cheaper than the vanilla building it replaces.
October 29th, 2016, 08:44
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Turn 47: My third city goes down. The workers are a couple turns behind because of the river crossing penalty.
The goblin attacked; the warrior didn't. But one of his buddies showed up out of the fog. Ideally, the warrior on the forest will attack unsuccessfully and I'll be able to triple-team the other warrior if he moves onto the pigs.
Finishing a cheap tech and growing some more population has me in a tie for first in score. Now that I'm researching a tech with prerequisite bonus, I gain a little ground in demographics:
I'll finish the dyes plantation next turn, which will boost my GNP at the cost of some production.
October 29th, 2016, 16:45
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Barbs always wait a turn befor attacking a city, with one exception units from two tiles away who can move that far in a turn, in FfH and EitB. Some peculiarity in the code.
Travelling on a mote of dust, suspended in a sunbeam.
October 30th, 2016, 12:49
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(October 29th, 2016, 16:45)Brian Shanahan Wrote: Barbs always wait a turn befor attacking a city, with one exception units from two tiles away who can move that far in a turn, in FfH and EitB. Some peculiarity in the code.
Maybe to give them a chance to pillage?
Turn 48: As hoped, the barb warrior on the forest suicided into Shoulder Parrot. I should be able to attack the guy on the pigs now, although he has another buddy approaching.
I finished the dye plantation and sacrificed two doubled hammers to work it. That puts me in undisputed first for GNP, even without the Creative boost. Next turn I'll road the plantation and be able to grow my capital another size.
November 1st, 2016, 11:46
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Turn 49: I took the coin flip attack against the barb warrior:
Now I'll have my first shock warrior, which makes the barb warriors a lot less scary. Next turn, my C1 warrior should pick up the extra XP he needs for the shock promotions, unless he loses at 96.42% odds.
The capital is going to grow on a scout, which will let me expose a few more border tiles. I'm more willing to sacrifice food than commerce at this stage:
End of turn: I haven't been tracking Ellimist's traits diligently, but he's shifted off his starting set to a pretty good group: faster workers, free border pops, no anarchy.
Next turn is T50, so I'll do a graph dump then.
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