I spent a few hours swapping techs, moving units, swapping tiles, swapping builts etc.
Dunno what we can do with this, depends on the enemies combat readiness.
But it's strangely fun not to play to win. I hope I get some "outside of the box" thinking done here.
Hart will be ready to put a lot more time into this game in two days, he assures me.
This is going to be interesting
the most important things right now, dear lurkers, are funny naming schemes!
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
So, I've finished uni, and now that my hangover has passed I'm ready to play.
Logging in, Yell0w has left a heap of signs around the map. They are all good ideas and I can only hope that if I had my original team then we would have been doing this sort of worker micro all along. We did some spans like this, but not consistently.
Anyway. Looks like Festivals will only complete once Sidar and Khazad end turn, so I'll switch everything in Hippus land to markets except Altheriol as on the map. That means Celo finishes its Granary, and Vetus and SKarlas are 1 turn from finishing their Worker and Monument respectively. Should I let those finish before switching? And what about the dwarves: they really need those workers/settlers, and we've still got 10 turns to go on the Mines.
I've switched Sidar to 50%, giving 68 bpt with -1 gold deficit, which is just over break even (40% gave +5 gold for 61 beakers). At end of turn that became -3 deficit. Khazad are still pumping out gold at 100% thanks to the shrine. Hippus.. are slightly fucked with +5b/+6g at 0%. Definitely need those markets.
Small micro issue with the Khazad.
So those signs aren't clear in which order they're supposed to be done in, and that warrior might behave unpredictably. So I did the road on the tile both those workers were on, and then sent one far away to start farming the river GL. Since we need that 1turn road outside our borders, and not wanting to leave workers poorly defended, I moved the warrior out there. Hopefully the barb will attack and die to our warrior, which should have great odds. If not, he'll just keep moving down towards the city, so warrior can take him out next turn.
I think I made the right play here. A bit risky, depending what was on the other side of that fog.
Hippus have a lot of wierdly promoted warriors - not sure if it was me or TheBold or Yell0w :/ I mean, Drill 3? on a Warrior?
Also, we found the Balseraphs this turn.
That scout is likely going to die. The freak has Sentry, Mobility and Bounty Hunter promtions.
Nice naming scheme btw. I don't really use such schemes but they sure are funny.
I wondered if these signs would be any help. Thing is I was playing this in the last 20 minutes before I had to go and put them up in a hurry. I'll log in now and see if I can finish everything. We should get together and plan like the next 5-7 turns in micro and builts in advance. We always can change if need be and this way we both know what to do and won't hold up turns too much.
well, I didn't want the road in neutral territory anyways so good call there... I wrote that all builts with 1 turn to go should finish before markets come in, as well as the settler, going to try to chat you up on IRC.
I decided to go for a Military Personal from fiction (movies ,books ,etc.) naming scheme for our units.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Taking a look at the game, a few things have happened.
It's been a while since we put actual strategy on here, so here's some details. We're taking a gamble by researching Drama. None of the other teams have gone for it yet despite having the option for ages, so we figured if we get the free G.Bard then that's great. A lot of rage was directed at myself and TheBold for doing silly things about culture, which Drama would ease quite a bit. Five turns to go.
We also had a bit of a talk about getting collateral units. Since we didn't really take into consideration the hammer cost of some units (trebuchets/dwarven cannon), and the power of high movement units in this game, we're investigating the possibility of going for OO and cultists. There seems to be a reasonable amount of water on the map, so this isn't as terrible as it sounds.
Aside from all this though not much is happening.
Dorfs:
We're about to get a market up in Khazak, another Warrior out of Riylod, and a Granary in Kadar. Halowell continues with the Mines.
Workers are done with a cottage near Riylod, and Mines near Halowell have been completed. A fresh worker out of Riylod was sent to Halowell to hopefully get a Quarry up next.
Hippus:
Every time I open the Hippus turn, I have no idea what is intended. Need to work out a concrete micro plan for these guys, there are too many workers and scouts going in directions I am not sure of.
Sidar:
These guys are incredibly fucked. If this were a single player game I was coming back to after a week or more of not playing, I would just delete it and start a new game.
Again, we need to talk and document stuff here. I will set aside time tomorrow to put together some images and a spreadsheet of moves. So tired.
(December 18th, 2012, 22:46)Yell0w Wrote: *someone* gave the scout a move order for this turn, and he moved before I saw that.
It might have been just me, I really don't know.
Yeah, that was me. There wasn't any visibility on the tiles next to where I moved. He just happened to have three units sitting there.
I recommend not giving units outside our borders movement orders carrying over to another turn.
In the case of an invasion. No unit should get movement orders carrying over to the next turn.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb