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Miguelito gets tricked by magicians, but Bob isn't fooled. Kaiser rules from behind.

A good spot to block him would be 6, but that would mean declaring and letting him attack into our base defense of 2 as well as him not moving to 6 ahead of us. I think he will be on 6 next turn, hopefully damaged heavily by the barb so we can catch him.

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He moves before the barb though.

Yes, that strip of unhilled forest might be the place, but we need reinforcements from the north in time. I think with just the C1 shock scout the odds are too bad. Have to just wait how he moves.
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on the hunt:



we could have attacked with the southern scout this turn, but only at 36% odds, and then we'd have to hope to damage him sufficiently so he can't just run away... nah.
If he tries to escape to the W we can catch him on the marked tile. If he goes on the landbridge he either gets to fight the spider or we catch up to him because it's unhilled forest.
We also won the battles against the 2 remaining orcs. The close call was the warrior you see on the desert hill who attacked at 73% odds and survived with 6 HP (5 XP, so she'll recover fast and can cover our plant in the south with C2/shock cool).

I feel that we're doing pretty well with military and promos right now. 3 warriors, one of them 5XP, and 3 scouts, at 12/11/2 XP. Worth considering to promote the high XP scouts to hunters later on, have to look up the costs occasionally.

The capital is happy again:


Preparing to grow to seven next turn as we'll finish the gold mine the turn after. Warrior will finish with the nationhood extra hammer smile
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Great news, the warrior currently shows 4 turns, is that an interface issue or is it finishing in 2 so we can start the Settler right away?

How does our power graph looks in comparison to Auror?
Are you planning to set up a road to 3 of will you just connect it to the river for the trade?

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oh, look who has been wrestling with goblins:


It seems that Auror has not quite noticed how annoyed I was by having his warrior snooping around and interfering with my micro. Well, I was, very much.


That's some nice XP. I did no take the shock promo, as the odds were 94% already. I think we can leave at least one promo open for her and promote C2 or woodie, to catch that spider in a little over ten turns when we should be finishing AH.

Offered cease fire to Auror. The injury is small enough that he might gloss it over, he will likely be more reluctant to be friends in the future though. If there ever was a chance for us to be friends. Did I overreact? This warrior was soon to be C3, and would then be very difficult to dislodge. A permanent thorn in our side, should he go for an attack on our southern cities from his mainland. I'm glad to be rid of him. We have discussed how he has a lot of incentive to rush us with bronze warriors or upgraded axes. In that case, we have one little but experienced guy less to worry about. Otoh I may have given him an extra reason to target us.
Also Volanna is evil, not yet soothed and neutered by the tree hugging religion. Can't play FFH without a bit of RP, rightdevil? Make it known that nobody who step into the dark elven forests can hope to see the light of the sun again, and so on.

(February 26th, 2021, 12:34)Kaiser Wrote: How does our power graph looks in comparison to Auror?




Rival worst was 3k higher at the beginning of the turn  mischief . We got another increase this turn from the new warrior in the cap. We're also paying unit cost already. On the one hand that's annoying, on the other we'Ve really been needing all those units. Also this will let the third city have less of a negative impact.

(February 26th, 2021, 12:34)Kaiser Wrote: Great news, the warrior currently shows 4 turns, is that an interface issue or is it finishing in 2 so we can start the Settler right away?
Are you planning to set up a road to 3 of will you just connect it to the river for the trade?

The capital was making 5 hammers and max food this turn. This turn we ran 10h, netting an extra hammer for the 10% bonus to complete the warrior at 16h (you want to complete them without overflow, because you always lose a hammer due to debonification), while growing to size 7 with one food to spare:


The 2 workers at the cap will:
  • finish the gold mine next turn, making the new citizen happy
  • mine the FPH north of the cap (3 turns)
  • road NE of cap
  • road SW of cap
  • road wheat (settler finishes)
  • road forest for the plant, speeding it up by a turn, or road towards wine. Most likely the former.
  • start mining the FPH at the new city
For size 8 I also want a mine on the unforested PH. Seems like the best available improvement before cottages (most of those prebuilt farms will never get built but will rather be cottages).

Gereth Minar (city 2) finishes a worker next turn. I'm unsure if I want yet another one straight up, or should let it grow for now.
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Popping the Warrior was the right move, IMO. The map will almost certainly be set up so that you are unable to obtain four mana nodes without conquering at least one from a competitor for a ToM victory, meaning wars and almost certainly eliminations are simply going to be a reality for someone to win one of the likely victory conditions (you and Dave could theoretically attempt Culture wins, since you have probably the best civs and leaders to try, but they're generally not practical). Point is, you're going to need to eat a neighbor, and available information indicates Auro is the closest, so dealing a relatively minor blow like this should be understood by all parties as how the game is played.


On that note, he will absolutely kill your units and raze any cities he can get away with, if you get complacent, so try not to skimp on border guards.
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Also, if you want to know if Dave is making an effort to win by Culture, he'll try to found OO (provides the most culture of the various religions and a wonder which eliminates unhappiness from a single city), or at least temporarily convert to it, and then subsequently adopt the Veil, the Sacrifice the Weak civic, and one allowing for unlimited Artist specialists. If he does all of those actions, then high odds he's going for Culture.
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(February 23rd, 2021, 19:02)Bobchillingworth Wrote: Spiders do very rarely move on their own, though I'm not sure what causes them to. 


Btw, don't forget about the power of Settler Scrying!  That's the technique wherein you use the viable city interface that appears when you select a Settler to scout for enemy borders and hostile units in tiles you have revealed but do not currently have visibility over.  Notably, you can use this in FFH to locate tiles occupied by barbs (they won't show as valid city sites, even if they otherwise would be), EXCEPT invisible ones such as Spiders (or, much more rarely, Mistforms).

IIRC if they end a turn on non forested ground (or jungled), the next turn they'll either attack a neighbouring (civilised) unit or they'll move to the nearest forest.
Travelling on a mote of dust, suspended in a sunbeam.
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(February 27th, 2021, 10:14)Brian Shanahan Wrote: IIRC if they end a turn on non forested ground (or jungled), the next turn they'll either attack a neighbouring (civilised) unit or they'll move to the nearest forest.

Ok, so ours will have a hard time finding its way out of the forest without our guiding hand. Which will be provided.


Auror sent back peace (instead of cease fire), and I took it. Apparently with quick speed it also lasts ten turns, so we have all the time in the world to settle city 3 and expand its borders, and scout some in his direction. Good.



Initially I would have expected to be solid first in GNP after getting gold and gems online, (mind we are also Cre, so 4 of that is just extra culture), but after seeing the other guys grow their cities confirming early luxuries I was expecting to be less stellar).
The other one with 38 GNP seems to be Auror (from the graph), who is Fin, so he might be saving and enjoying his gold bonus no he's not Fin just Org so he's just doing well. Curious how the starts look in comparison.
Also that person who is rocking 41 Mfg (thankfully not Auror, most likely mackoti? Or Dave leveraging Exp?) is making at least 70 foodhammers to our 49 bang . 41 Mfg is equivalent to 10 PH mines, what's going on there?
If mackoti used his worldspell that should be visible in the event log right? Although the event log also does not contain the random events we had earlier, hm.
Another question, how do I enable the combat log? In PB it works, here and in SP not (I think it had an entry once when I got attacked by a lion, but that has disappeared since).
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(February 18th, 2021, 05:18)Miguelito Wrote: ... thinking again about B (Bob's green) as a second city again. I was discarding that because of the wine, but upon looking closer Cre is helping us there, because the capital will pop its fourth ring eot 56. So that is like a 5-6 turn delay on the wine, ...

ok that was very wrong. it's eot 66. Damnit, I fear I read a 16 for a 6 in the sandbox at some point.

I was inclined to move the cow/rice city back to where it can get the wine 2nd ring (coming online around t63), but I think I won't. It is significantly inferior long term, and would require the capital to go full speed for yet another settler, who will be difficult to support adequately with workers.
Instead we'll build Deruptus first, which also gives an extra happy. Then picking up the wine with the 4th cap ring will not be really later than with a new city. The new city SW of corn is very explosive; 2 workers are not quite enough to support it smile  (can't spare more though)
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