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[LURKERS] Why has nobody started this thread so far?

Oh, I forgot to say this. If you have other metrics for tracking that you are interested in future games. Keep in mind that I'm tracking all the data on the turn roll. For example if I would want to track how many forests somebody chopped that would be a lot harder to do as this happens during the turn of a player.

As for why at the turn roll? Well that's the one step that always happens on the server, which is writing everything into a log file and this is the one time during a PB, where we have a consistent game state.
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Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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I think we're in perfect agreement about the intentions Charriu, but it's very easy to misinterpret a datadump like this and say "FIN is useless, X would only get Y more gold with it". (You're not saying that, but someone could misinterpret your data that way)

In some ways the map is actually good for PRO, as the amount of coastial cities are high, benefitting more from GLH and circumnavigation.
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(November 17th, 2020, 05:27)Tarkeel Wrote: I think we're in perfect agreement about the intentions Charriu, but it's very easy to misinterpret a datadump like this and say "FIN is useless, X would only get Y more gold with it". (You're not saying that, but someone could misinterpret your data that way)

In some ways the map is actually good for PRO, as the amount of coastial cities are high, benefitting more from GLH and circumnavigation.

Of course you are right about misinterpreting the numbers. That's the danger of being that transparent with the development of the mod. But in the end everything has to go through me unless someone starts a modmod. lol

You are right about coastal cities and PRO, but like I said the other big factor that negates most profits from PRO is the abundance of foreign trade routes across different landmasses.
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Anyone else majorly second-guessing that Vanrober choice to not take advantage of keshik mobility to fork Scooter's cities? If you're going to blitz, blitz.
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The way the land is shaped in that area I don't think vanrober could have gotten to a forking spot earlier than he does now. And this way he can defend the stack with his axe.

I'm rather wondering what scooter's worker is doing.
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(November 17th, 2020, 12:01)Commodore Wrote: Anyone else majorly second-guessing that Vanrober choice to not take advantage of keshik mobility to fork Scooter's cities? If you're going to blitz, blitz.

I think GKC's explanation seems reasonable - they decided ten Keshiks and an axe beat four Keshiks without cover a few turns earlier.

I'm wondering why they don't have a few chariots along for the ride. They're cheaper and get better odds on axes than Keshiks and I'd be happier sending them off to scout risky areas (like checking if the capital is empty.)
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(November 17th, 2020, 17:08)Old Harry Wrote:
(November 17th, 2020, 12:01)Commodore Wrote: Anyone else majorly second-guessing that Vanrober choice to not take advantage of keshik mobility to fork Scooter's cities? If you're going to blitz, blitz.

I think GKC's explanation seems reasonable - they decided ten Keshiks and an axe beat four Keshiks without cover a few turns earlier.

I'm wondering why they don't have a few chariots along for the ride. They're cheaper and get better odds on axes than Keshiks and I'd be happier sending them off to scout risky areas (like checking if the capital is empty.)

Fundamentally, it's okay either way; having a 2.2 ratio over Scooter means its game. 

Miguelito and Rusten are being very cocky here; I don't think they're at all in a better position than Vanrober or El Grillo. 100 tiles per players is a little tight to wait for Guilds on your breakout.
If only you and me and dead people know hex, then only deaf people know hex.

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Using their mobility to fork strikes me as better tactics than trying to push through strength. Scooter's capital is likely either completely empty or very lightly guarded. Well worth pushing the quartet of Keshiks into fork position on the grass hill via the plains hill (which cannot be hit by 1 movers unless Scooter has a couple of combat workers and is willing to strip his garrison down)

Agreed that a couple of chariots would have been handy: cheap scouts, medics and anti-axe duty.
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Oh look, Mjmd involved in another turn split standoff! What a surprise.
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(November 24th, 2020, 21:42)NobleHelium Wrote: If someone told me that you and Grillo are both playing clock games, I'm much more likely to believe that you're the one doing it.

(November 24th, 2020, 21:38)El Grillo Wrote: It's a bit messy because I only played the previous turn last because I had forgotten to get to it during the weekend, and prior to that I had been pretty consistently playing before Mjmd.

The idea on my part was to hit his fort-in-progress Workers a turn or two before it completed, but Mjmd pre-empted that by settling a coastal city 2 tiles away from mine, a possibility I had forgotten about because of the normal minimum distance rule. Now he can just base his Galleys out of there and I'll need more Triremes to cover the landing zone.

(November 24th, 2020, 21:45)Mjmd Wrote: Literally the reason we are in this situation is that I DIDN'T play clock games T110 & T111. El Grillo then very specifically didn't do the same thing T111 & T112. I choose to double play a turn TO NOT PLAY CLOCK GAMES. El Grillo then DIDN'T double play a turn T111 and T112.

If anyone else thinks I'm wrong, state it. I'll play and take 1st half next turn.

Thanks for validating what I said, Mjmd.
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