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[SPOILERS] Magic Science and Nobody Else in Pitboss 66

Turn 54 and Turn 55 – 1840 BC and 1800 BC
   
Turn 54: Another Barbarian Warrior has approached from the east and presented me with a new puzzle to solve. The Warrior did come out of the dim fog on Turn 53, but back then my solution was to pray for it to wander elsewhere without causing trouble. please. Failed.
In my Barbarian-free simulation, I settled Demeter in the northeast on Turn 57 and Hestia in the southeast on Turn 62. However, those dates were achieved by moving Workers and Settlers deep into the dim wilderness with little defense other than “enough vision for you to retreat from most advancing Barbarians” and “the potential for an actual military unit to share the tile with you on a chosen one of most given turns”. Is my plan sturdy enough to survive contact with literally one enemy unit? (Also, can it survive me just neglecting to move my Axeman forward last turn for some reason? smoke).

YES. jive.. (yes).

The chief constraints are these: Demeter’s settler MUST reach the tile 4NE of Poseidon on Turn 55, which requires that I also build 1 neutral road for speed and reach that same tile with the Axeman for defense by then. AND I need a Warrior on that tile by Turn 55 as well, so it can scout ahead on Turn 56 to confirm the absence of Barbarians around the city tile itself. Hestia will be delayed if the Axeman must move farther northeast to actually guard Demeter’s settler on that final turn. I hope to scrape by with only the unused potential to actually guard it. AND I need a Worker to reach the plains hill tile 4E of Poseidon on Turn 56, so he can build a road there in time for Hestia’s settler to use. crazyeye.

The solution is this: move the Axeman forward, and move my victorious wounded Warrior from earlier to join him. You don’t need health to scout! Then the healthy Warrior moves back to the forest to bait the enemy into attacking him when he has a 90.06% chance to win, same as the last fight. Then two Workers chop the forest to complete the Work Boat so it can push back the dim fog around the vital southeastern hill on Turn 56, and one Worker builds half a road underneath the Axeman and Warrior. This way, if the Barbarian Warrior doe not die, then my other units are right there to clean up, and if it does die, then they can still reach the vital northeastern hill on Turn 55 with the power of just-in-time roads. The cost of this adjustment is that Deltacron the Worker will have to trail Demeter’s Settler by one turn, which delays Demeter’s trade route and Cow Pasture and everything after by one turn each.

Got all that? crazyeye


   
Behold, the solution in action! Now do you got all that?

The solution worked. The Barbarian Warrior died. And there was no suspense because I was the last one to play Turn 54, even if I did log out without doing anything.


   
But then I played the second half of the solution on my second half of Turn 55, and what do my units find?

A Bear. A BEAR! rolf. I was an eyewitness, yet even with my own photographic proof right here I still barely believe it. The Barbarian State is pioneering animal-human combined arms tactics on Turn 55 just to mock me about Guy. rolf. Love you too guys. Love you too.

The Bear had better destroy itself against my Axeman at the dawn of Turn 56. It performs much better than a Warrior would. rolf again. What’s next, Wolfs and Panthers destroying my unescorted Workers in sneak attacks from the dim fog on Turn 56? (But seriously, they absolutely cannot this time because they cannot move to a Wine tile).

Seriously, I just love this occurrence. It’s the funniest thing to happen so far. smile.

Oh, and Plemadilly’s Scout is returning alive from the south, but whatever. I think it was not down there long enough to confirm for them that the blob ends as Nobody confirmed did for me, but it certainly could have made them strongly suspect it depending on its route. There is as least one more Barbarian Warrior down there that could have chased the Scout away.


   
Dude made contact with Amicalola via his nameless Work Boat this turn. I still don’t know much about where he lives, but it’s a nice coincidence. More KTB for me!

Also, Dude found Silver, a Peak, and a non-capital Roman city. contemplate.

Depending on what Dude finds in the next three turns, I might just tear much of my shiny new micromanagement plan to shreds and race to settle a chokepoint in this region instead. Silver is a valuable thing, and increasing my control over the northeastern blob from “the enemy can still nibble around the edges” to “the enemy is totally fenced out by my culture” is a valuable thing too.


   
And now what you’ve all been waiting for… THE FIRST GRECO-SPANISH WAR! hammer! The very first war of Pitboss 66 (maybe, the lurkers have been awfully quiet)! Come one, come all! hatsoff.

So far it has only been a scouting war, but a very illuminating one.
• Civeel has hooked their Copper.
• Civeel and I are barely land neighbors at all! Look at that windy isthmus. Geography like this is exactly what inspired my bold chokepoint settlement plan. If only there was any food to my southwest.
• A Galley trained in Civeel’s capital of Kaladim can sail to Pig Island in only 4 turns. I have the advantage here, but it is not insurmountable.
• The Warrior in Kaladim is wounded. Interesting.

The First Greco-Spanish might become something more than a mere scouting war. I might occupy their Fish tile with my Work Boat for a few turns. However, I fear that this could encourage them to research Sailing and build a Galley sooner, so probably not. More likely is that I might prolong this war and spend more time in their culture than I really should, with the aim of securing a period of enforced peace that lasts until later. I plan to settle Pig Island in the late 60s (Turn 68, I think?), and it would be nice if I could just forget about providing units to defend it for a little while.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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(August 27th, 2022, 14:59)Magic Science Wrote: On Turn 54 I played last, then logged out after the turn roll without doing anything. On Turn 55 I waited until civac2 and Tarkeel played, then logged in to play and declared war on them. I sent them both the following message about the situation:


Magic Science Wrote:Hello civac2 and Tarkeel,

YOUR HEADS WOULD LOOK GOOD ON THE END OF A POLE!

I regret to inform you that as of Turn 55 in PB66 a state of war exists between our nations.
You have the first half and I have the second half.

I can tell that you both like to log in all the time, so just know that I do not care if you log in on my half of the turn to look around, take screenshots, the usual, whatever. Don't worry about it.

Happy civving,
-Magic Science


Can a lurker confirm that I am handling this properly? It has been a while since Pitboss 45, and it seems that there has been more discussion about the rules since the last time I played. At least Old Harry's etiquette thread is several pages longer than I remember...

bump

Does the silence mean that this is fine and I am silly? I think so, but it is better to learn if my ways have any errors in what I know is a low-stakes situation.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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Mjmd has declared war on me, and I am no peacemonger, so his peace treaty was rejected and not reoffered.

If Plemadilly makes one false move with their northbound Scout, I will declare war and destroy it.

I am seriously, heh, thinking about declaring war on Amicalola for the lulz and other emotions.

dancing
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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(August 28th, 2022, 16:20)Magic Science Wrote: Does the silence mean that this is fine and I am silly? I think so, but it is better to learn if my ways have any errors in what I know is a low-stakes situation.

The message you sent is fine, yes.  Letting players know about a wardec is the courteous thing to do, giving them permission to look around outside their half of the turnsplit is likewise appropriate matter for a PM, and you aren't giving them any information or requesting any in-game action or anything else that could be construed as diplomacy.  If we forebade being funny and friendly with in-game rivals in out-of-game communication, I would have left this community a lonnnnnnnnnnnnng time ago.  And after all, we call this "True AI-diplo," right?  How is it true AI diplo if no one can say to each other, "Soon my numberless minions will destroy you all!" or "Your head(s) would look good on the end of a pole!"?

Also, if you've played T56, you know this already, but if I'm reading that screenshot right, the bear didn't (or won't if it's still T55 now; I didn't check) suicide against your Axeman; instead, it wandered off somewhere.  I know this because it's a rule in CtH:  Barbarians (including animals) never attack a stack that includes both a Settler and a unit (like a warrior or axeman) that can act as military police.
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Thank you, Mr. Steel. smile.


(August 29th, 2022, 16:20)RefSteel Wrote: And after all, we call this "True AI-diplo," right?  How is it true AI diplo if no one can say to each other, "Soon my numberless minions will destroy you all!" or "Your head(s) would look good on the end of a pole!"?

I like how you think.


(August 29th, 2022, 16:20)RefSteel Wrote: Also, if you've played T56, you know this already, but if I'm reading that screenshot right, the bear didn't (or won't if it's still T55 now; I didn't check) suicide against your Axeman; instead, it wandered off somewhere.  I know this because it's a rule in CtH:  Barbarians (including animals) never attack a stack that includes both a Settler and a unit (like a warrior or axeman) that can act as military police.

Yes, I have played Turn 56, and yes, you are correct about the Bear's behavior. banghead
I am kicking myself here about the CtH Settler-Barbarian behavior right now. Believe it or not, I did read the changelog of the mod I am playing, and I did learn about that feature and account for it when settling Hera. Somehow it slipped my mind since then. There are so many moving parts in the east right now, I'm sure I could have shuffled everything around in a better way if I had remembered that. Thanks again.


Report to follow. Imagine it, a report about the events of only one turn!
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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Turn 56 – 1760 BC
   
Mjmd declared war and offered a binding Peace Treaty. I declined.


   
After further investigation, I decided not to reoffer.

Mjmd is signaling weakness and he is bluffing with nothing.

I think the situation is this: It is Turn 56, and Mjmd has 6 cities. How he did this I do not know, but it must have involved sacrifices as well as skills, and I bet that one of those sacrifices was military. The Greek army has 7 units for its 3 precious cities (half my expenses are for units rolf). I bet the Zulu army doesn’t even have 6 units for its 6 stinky cities, and of course Mjmd wants to keep settling more. My scouting Warrior is making him worried! Well, good. Mjmd poses no immediate threat to me, so a binding Peace Treaty does not increase my security at all, and I see no reason to gift him security for free.

Therefore, I remained at war. I did not even offer a Cease Fire. Maybe Bro the Warrior will force Mjmd to pull a real unit over or even train a new one, slowing him down. The worst-case scenario is just that Bro is destroyed, and he is an acceptable loss. He already found more Zulu culture at the edge of the dark fog, so this region will be for Mjmd, and exploring it is nice but not necessary at the moment.

WAR! hammer!



   
The East. Hereby named “Animalia” in honor of its wildlife.

Now the lovely barbarians are sending a Spearman my way. And the Bear declined to destroy itself, as I should have known it would (thanks again, RefSteel, do you want a unit?). And keep in mind that I know the Warrior that killed Nobody is still out there too, because Nobody badly wounded his killer (frown), but the Warrior from last report was healthy.

This means I cannot send my Workers into the wilderness to start building the road to Hestia this turn, so that city will be delayed by one turn, from Turn 62 to Turn 63. But I think that the again-adjusted plan will not be any slower than that. The Bear should destroy itself against my Axeman this time for sure, because now the Settler has moved away, but if not, then Demeter’s culture will keep me safe. Then my Axeman can move south along the roads to escort the Settler for Hestia like I always planned, and he can easily destroy or divert the Spearman along the way. Dog the Warrior and Charriu II the Phalanx are in the region as well. Nice try, barbarians, but you would have done better to bother Mjmd.

HOWEVER.


   
With Dude’s discoveries, I am thinking about sending Hestia’s Settler northeast instead of southeast.

This northeastern version of Hestia would be placed on the tile Dude currently occupies on Turn 61. In itself, this Hestia would be a fine city with a Pig, on the plains hill, surrounded by grassland, whatever. But the real appeal of this spot is its strategic value.
1. It secures Silver for the empire.
2. It secures the Clam and Horse to its west and the Clam and Cow to its south.
3. It secures the small region in the dark fog to Dude’s northwest (maybe, it looks to me like the same kind of place as the watery mountain pass region across from Zeus that Demeter now secures, but maybe not).

This is tempting, but I know it will make Plemadilly unhappy. See the sign? The shape of the culture indicates that the capital city of Rom itself is only 4 tiles north of the edge of Dude’s vision, or 6 tiles north of Hypothetical Hestia. Zeus is 11 tiles from the spot. Hypothetical Hestia is a reach, but is it a reach that I can get away with? For the short-term, I think so…


   
…Hypothetical Hestia would be guarded from the start by my Axeman and a Warrior that I have the money to upgrade to a Copper unit in an emergency. Charriu II the Phalanx is on his way and would arrive Turn 62.

For the long-term, this is Tokugawa of Rome, and Praetorians are their old BTS selves again. The situation is dangerous, but I do have a trick up my sleeve: PHI. I can research Sailing then Metal Casting by Turn 71 (198 gold in the bank!), then birth a Great Engineer to bulb Machinery by, hmm, let’s say Turn 87. 16 turns is enough time for Iron Working and Archery (and Mysticism), and then I have Crossbows and the Praetorians menace can be deterred.

To be clear, Metal Casting for Forge for Great Engineer is not a change of plans. It has been a strong possibility, getting stronger, all along. Great Engineers are the best, they are just hard to birth, and the competing types for “first Great Person” have become less appealing over the past few turns. Stonehenge and Hinduism fell, so the Great Prophet is not so great, and Mjmd claimed the awesome grassland river city to the west that begs for an Academy, so the Great Scientist is not so great. If I remain friendly with Plemadilly, then the Great Engineer might be used for a Wonder, but Machinery was always a compelling option too. My plan to claims chokepoints to fence off lots of land for myself means that I will still be in my “settling and growing peaceful new cities” phases when my neighbors have run out of room and are sharpening their knives. Early Crossbows are a good way to get my rivals to go away while I grow into my strength.

ALSO: Triremes give me a killer advantage in the struggle with my amphibian neighbors. They are the contingency plan for if Civeel settles Pig Island before I can. I will build a small fleet of triremes to blockade the city, denying them its trade routes and making it a big waste for them, until they surrender it. Burn some seafood too. Of course there are other uses, but that is the slickest. shades. I have an unhealthy love for naval misadventures.

Hestia’s Settler must choose its path on Turn 58. But really I need to decide how to move my Axeman on Turn 57, right now, and I’m up…





Lastly,

[PITBOSS 64 SPOILERS]
Amicalola said in his PB64 thread that he is feeling poor morale about Civ. alright. I think that a harmless, pointless, lolrandom war against him announced with a bombastic PM is just the thing he needs. And like I said, I am already at war with 2 going on 3 civilizations, it’s not like number 4 could make the turnsplit situation any worse. lol. I just need to be sure to take the second half again, and offer a Cease Fire soon.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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I know that I might be deluding myself about the role of my "Big Picture Strategy Ideas" in this game. That is, I might be deluding myself by thinking that they matter, when the truth is that they do not.

I was only ever a weak Pitboss player, and if my skill level changed over the 2.5 year period when I had nothing to do with Civ IV or RB, then it got worse.  It could be that my "basic civilization management skills" of knowing when to build Settlers and Workers and anit-barb military police units, when to whip, what tiles to improve and work, where to settle, and so on, are simply too weak for Pitboss 66. It could be that come Turn 100 my civilization will already be backwards and doomed because of the actions of no player but myself.

I think you need to meet a certain standard of "basic civilization management skills" before you can be a real player in the bigger political game where you put your "Big Picture Strategy Ideas" into action and see how they do against the ideas of your rivals, and I am not sure that I meet that standard. At the moment the demographics look bad and I am lagging in city count (despite being IMP), and my only consolation prize is that my scouting is the best in the world (I think), not a Wonder or something concrete.

So maybe I will lose this game at that lower level, instead of losing because I chased the wrong wonder or trained too few defenders or attacked the wrong player at the wrong time in the wrong way or any other exciting higher-level reason.

...

Well, that was melancholy.
I solemnly swear that I am enjoying this game, really. lol. Losing is still enjoyable for me as long as I tried my best, really. It is all part of the ragged, interesting, and true story of Pitboss 66 that I will happily read someday.

The reason why all the above bubbled up from the depths of my mind is unknown. I should quit writing this post while I am not so far behind. smoke.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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(August 29th, 2022, 23:53)Magic Science Wrote: (thanks again, RefSteel, do you want a unit?)

Of course!  I would be honored!  (No matter whether I get a victorious hero responsible for overthrowing the terrible oppressive rulers of [insert name of doomed civ here] or a hapless speedbump crushed on [insert name of winning civ here]'s road to inevitable and total victory!)  If you manage to win (regardless of your opinion of your present position) then that would be sweet, but in a game designed to have one winner and eleven also-rans, having fun while losing the game is in my opinion a better outcome (especially weighted by its likelihood, almost regardless of player skill or start positions) than winning the game after months of feeling like turn-playing is a daily chore.
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I promise a report about the events of the last, uh, 10 turns within the next 24 hours.

I am calling this period "the Greek Dark Age". dancing
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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STREAM OF CONCIOUSNESS:

Civeel's new city of Crushbone is empty, and I have a Galley loaded with Refsteel I the Axeman 1 tile away with 1 movement point left (RefSteel I was loaded last turn in anticipation of this possibility, hehe). I can burn it if I want. Surely I should? Crushbone is an outrage. From across the water, it totally blocks me from settling for those two Crabs south of Poseidon. I had an idea to block the unacceptable tiles with a Phalanx, since a city of my own over there would be too aggressive, but I was distracted and therefore too slow. Maybe now I can try that again?

I want gold for Metal Casting. And I want blood. First blood, in fact! This has been a peaceful game so far. BORING.
And if I know myself at all, then I know that I am too peaceful rather than too aggressive. I should do it. I will do it.

Crushbone will die. HA.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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