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[SPOILERS]A new adventure of Vanrober always guided by chumchu

   
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Turn 28

Should we be a dick for Ruff and declare war wih the warrior just to prevent him of settling there? Or not declaring but bringing 2 warriors to that spot to force him settle in the hill? So we could still get the hilly city that is beautiful?

   

Found some more copper

   

Demos and graphs, still noone settled second city, so our demos looks nice.

       
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Am I missing something? I do not see a settler from him. If we just want the spot between us we should not declare as that tips him off that we are in a race. Then we should only declare when necessary (and avoid a double move of course).

Looking at Ruff's power he does not look like he has any military. I'm no expert in reading power graphs though. We have 2 warriors and bronze working and are way above him in power. Maybe he has one warrior, maybe not.

If the plan is to raze his capital then the best approach is usually on the diagonal. He has culture on that green hill though so he will see it and have 4 turns to react to it. That plan is only likely to work if he has no unit but surely he can get a warrior in 4 turns. With a hill and 40% culture our warrior has a 2% chance to eliminate his warrior which is too low in my opinion. We should be able to delay him by going in with the warrior and pillaging and forcing another military build. However we are guaranteed to annoy him which makes it not worth it unless we need to fight him early. I do not think we need to and we would be better served by peace on that front to not look weak to mjmd.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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I explained my plan so badly hehehe.

What i meant was in case he is going out with the settler declare then so he cannot settle in the spot there is warriors in, he pop 3rd ring culture so we cannot warrior rush.
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I would think he would like to settle inbetween bronze and corn and not on the hill though.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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I meant to put one warrior on the forest and the other on second city ruff? so he cant settle there
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Turn 29-30

Gira did second city on turn 28. On turn 30, ElGrillo grow pop and finish tech.

RUff has 3 happy non calendar resources and we just have 2, thats sad. The thing is what to do with the scout now. Sould we go to our south to see who is the other one mjmd would kill or sould we go find Amica to the east?

Also about worker micro, next turn there is another worker out, and there is 2 options. First moving one into the caw and nother into the sheep. Second one into the sheep and the other into a forest to chope the settler out. And well we could go with one to a forest and the other to the caw too. What u think is best?

       
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To decide on worker micro we should decide what to do with our cities.

Plan 1
Start the settler next turn working forest deer, stone, elephant in figs. Start a worker in pomegranate.
+ Gets the settler out faster
+ Allows pomegranate to work deer for a faster worker.
- We will be short on worker labor to get a road to city 3 and start improving it in good time.
- We will work less tiles.

Plan 2
If we want to improve cow and use it to build the next settler we should grow the cap in 3 turns working both deer to use the maximum amount of improved tile.
+ It lets us get a defensive warrior or a scout out in figs.
+ It allows us to work cow, stone, elephant, forest deer when building our settler for 6 extra imperialist hammers.
- It is a delay on the settler and the second worker.

About worker micro:
If we go plan 1 we should follow my original to send the new worker to chop 1 N of Figs to get the third worker in Pomegranate out sooner. That worker can then improve the sheep and later city 3.

If we go plan 2 we can take the time sending one worker to sheep. We will want that tile improved and roaded soon anyway. A slight problem is that wheel is 6 turns at the moment which means a wasted turn after building the pasture until we can road the sheep. That could be improved though. The second worker pastures the cow and then goes chopping north of figs to complete either worker or settler.

I think scout should go southeast towards Amicoala. We can build another to go south/southwest beyond mjmd.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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(November 27th, 2020, 04:13)chumchu Wrote: To decide on worker micro we should decide what to do with our cities.

Plan 1
Start the settler next turn working forest deer, stone, elephant in figs. Start a worker in pomegranate.
+ Gets the settler out faster
+ Allows pomegranate to work deer for a faster worker.
- We will be short on worker labor to get a road to city 3 and start improving it in good time.
- We will work less tiles.

Plan 2
If we want to improve cow and use it to build the next settler we should grow the cap in 3 turns working both deer to use the maximum amount of improved tile.
+ It lets us get a defensive warrior or a scout out in figs.
+ It allows us to work cow, stone, elephant, forest deer when building our settler for 6 extra imperialist hammers.
- It is a delay on the settler and the second worker.

About worker micro:
If we go plan 1 we should follow my original to send the new worker to chop 1 N of Figs to get the third worker in Pomegranate out sooner. That worker can then improve the sheep and later city 3.

If we go plan 2 we can take the time sending one worker to sheep. We will want that tile improved and roaded soon anyway. A slight problem is that wheel is 6 turns at the moment which means a wasted turn after building the pasture until we can road the sheep. That could be improved though. The second worker pastures the cow and then goes chopping north of figs to complete either worker or settler.

I think scout should go southeast towards Amicoala. We can build another to go south/southwest beyond mjmd.
I think plan 1 is better, but im not sure if its better to use the chop for the worker instead of the settler. Remember we are imp and chop for settler is 50% more efficient.
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Generally I agree but we also need worker labor at the moment, we want to have more workers than cities for efficiency. Ideally we want to settle a new city with a road already built to get trade routes going and workers ready to improve the new resources. Rushing to settle new cities before that strains the economy. Improving sheep and cow seems like important priorities.

We could also do a mix of both plan where we improve both sheep and cow now and only chop after they are finished. That gives us more turns with improved tiles but delays the chop.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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