Turn 57 - Zululand
Ginger's scout did not take the hint, and just walked under our chariot. According to the score interface, their milpower is exactly equal to ours.... let's look at the graphs:
ok, how to interpret this? they would have started with 4k from wheel tech, and currently have 3 warriors and 2 chariots that we have seen, at at least 6 pop in the capital, 2 in the third city, and likely 3 or 4 in the other two cities. so from left to right, i'm interpreting these changes as follows:
- 1k capital grows to size 2
- 2k mining/hunting/AH tech
- 3k 4 total pop + warrior 1
- 2k mining/hunting/AH tech
- 1k 6 total pop (very fast but i think the hump up ahead will reveals why... i think they already have a granary in the capital at this point and are growing like crazy)
- 8k bronze working
- 3k 8 total pop (6 at the capital and 2 at the second city!) + second warrior
- minus 2k, triple-whipped settler at the capital, down to 5 total pop
- 2k the last of mining/hunting/AH tech
- 1k capital regrowth to size 4 = 6 total pop
- 2k third warrior
- 1k back up to 8 total pop
- 1k up to 10 total pop
- 4k the first chariot
- 1k second settler whip, taking them from, i guess, 11 total pop to 8 total pop
- 3k pop regrowth + i think this must be a fourth warrior that is somewhere on the map
and finally
- 8k pop = 2 more 4k units, one of which is the chariot we can see and the other of which we CAN'T see. so likely there is a third "real" unit out there somewhere that is either on its way toward us, or, like our other chariot, is off on their frontiers deterring an unseen second neighbor. if 3 chariots step onto the hill between Kirishima and Ankyra next turn.... we don't quite lose the city, but we do have to whip a chariot to save it, and we could end up losing the city over 2 turns with bad luck. based on that, i want a second archer.... but is there a way to do that without setting the settler too far back? taking a look now, but i'm thinking about chopping a forest OUTside the city radius to make up for it...this is a waste of hammers in the long term of course but it could still be worth it to speed up the critical copper hookup.
i also still REALLY want to kill their scout to block contact with GT... but i know the consensus is very against this with no spears and only one archer in kirishima (though if i do overflow into a second archer the city should be safe for the time being). please humor me by letting me just tiresomely state the case as i see it one more time lol
- From what I can tell, most players in these games are conquered as a result of a 2v1 versus their neighbors. This pretty much can't happen to us if Ginger and GT are not in contact, as I think the only way for one to even know we are at war with someone else would be to watch for power graph sharkfins, by which point it will probably be too late to impact the outcome.
- Ginger seems to have no units anywhere near this western scout - the next most western unit we've seen is in Ankyra. If that's true, killing the scout now would delay contact by at least as long as it would take to march a scout or work boat from border to border, which, by my count, is roughly 16 turns. 16 turns from now, we will likely have cities in both the south and on the coast north of Hoshoryu. We would need sailing tech to build a galley to stop a work boat, both of which are significant investments, but we may want to pursue Sailing anyways in this timeframe anyways to open lux trades with GT.
- If Ginger believes they have the units available to profitably take and hold Kirishima, they will do so, and if they don't, they won't - whether or not we kill the scout will not enrage them sufficiently to cause them to attack when it wouldn't be profitable. Likewise, killing the scout shouldn't change their assessment of our military threat level enough to cause a buildup, since they already can see our power graph and know we have a chariot at their scout's position.
ok, well, i wrote this all out as much to try to convince myself as to convince you guys, and the more i think about the need for early sailing and a 50 hammer galley to permanently seal off contact, the more i'm questioning our premises here. if spending that investment is all it takes to stave off a 2v1 in 100 turns, it'll be worth it, but i guess we can also stave off a 2v1 in the traditional sense by just being strong and/or being the 2v1 initiators rather than the recipients.
if you guys are more convinced than i am, let me know in the next hour and i'll kill the scout. otherwise, i guess i'm down to tamely let it go...