I'd go straight S with the offensive Q, in order to force his worker to move away. Guessing he's chopping that forest, we can delay that significantly by threatening him.
hes gonna be pissed. he offered peace but i just closed the dialogue haha. quechua1 went 1s. look at this:
his capitals unprotected. but surely hes got a warrior building? hmm that road leads somewhere. maybe he should head 1se next turn if its safe [ie no warrior built] or go 1e onto the hill to see where it goes.
Hmmm, I'm really unsure where to put the settler. For the quecha; however, I think that if a warrior doesn't appear, he should go 1SE, if a warrior does appear, he should go 1 SW. If for some reason Shoot doesn't move his worker, capture it.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Pretty sure he will produce a warrior, but he probably has to cancel something else for it. Also, I believe we will have a 20% shot at defeating a single unfortified warrior (1.1 vs 1.5). I'd say the chance to raze an enemy capital is well worth the risk of losing a warrior. So I'd go SW regardless of whether or not a warrior appears.
haha 1sw it is whether we nick a worker [or not] whether theres a warrior built [or not]. i suppose 1se would be a gamble to draw his warrior out. if he loses wed take his capital. anyway of telling if hes in slavery and can whip a 2nd one? would we know if hed revolted before we met?
decision on settler guys. 1n of rice [theres fish for later]? 2s of the corn [hope theres something else]? on the incense [takes cows from macavity]? 1n of the cows [again grows on cows]?
With BW coming at the same time, it's tough to say. Chances are copper will affect our decision significantly. If it's on grassland somewhere, that's an excellent tile to work on top of letting us train axemen.
TheMusicMan Wrote:anyway of telling if hes in slavery and can whip a 2nd one? would we know if hed revolted before we met?
Yes. If you open the diplo screen with him, above his name should be 5 small pictures. These are the pictures for his civics.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
ok guys i have the turn. umm he offered peace again. i closed the dialogue to have a look at his city. didn't move quechua1 but moused over the city with him selected. it says its 2.2 vs 3.8 [he gets +65% for tile & +25% for city] odds are 3.4%. is that just coz of the 2 tile distance or is that the real odds? should i move quechua1 1e onto the hill and then make a counter offer of peace and hope hes pushed out of the culture further east? his citys also size 3 so he could whip a 2nd warrior next turn. guys? i await your guidance