Is that character a variant? (I just love getting asked that in channel.) - Charis

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Intersite Game - Turn Discussion Thread

We really should reveal all the squares within 2 moves of the cow to see what we could get in the first ring of a new city. However any plan involving building a monument would be significantly less attractive, so we don't need to take that out to second-ring positions, and we also have the important deer/river area to investigate. I'd say 1NW -> 1NE and reevaluate from there but probably clockwise.
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Shoot the Moon Wrote:I'd instead go NW-NE to start (same result as 2N but with an extra tile revealed and then do the clockwise loop).

Yeah, exactly, I didn't mean N-N. Just that the tile 2N was important to hit.
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These are the tiles that get revealed by the capital border pop. How many turns on normal is that?

[Image: startingareatilesreveal.jpg]
So for his grand circle the warrior should not walk closer to the capital than 3E of the deer (for example) for maximum efficiency.
Does that make sense?

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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5 turns. And these tiles also get revealed. (And some others if they are a hill)
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mostly_harmless Wrote:So for his grand circle the warrior should not walk closer to the capital than 3E of the deer (for example) for maximum efficiency.

Is that close enough for defense, though?
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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Unfortunately all four 2nd ring diagonal tiles are hills, therefore allowing foreigners to have a good look at our capital even after the border pop.

The question regarding defense is, whether a team will risk sending the starting warrior in a straight line somewhere instead of the doing the scouting circle.
Also it depends of course, when we put out the 2nd warrior.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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mostly_harmless Wrote:The question regarding defense is, whether a team will risk sending the starting warrior in a straight line somewhere instead of the doing the scouting circle.
Also it depends of course, when we put out the 2nd warrior.

We can get our 2nd warrior on turn 18, and the 3rd on turn 24 if we go with the growth-first scenarios and without hindering development too badly.
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According to Sullla's plan the 2nd warrior is available at T18 nut also needs to stay in the city after T23 because of happiness issues. (Size 5).
By that time the starting warrior could have completed a half circle, roughly.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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I'm not too terribly worried about someone walking a warrior into our capital before we can react. Here are several reasons:

* Huge map size

* Barbarians on. Scouting enemy warriors have to survive to make it to our capital - not guaranteed. Units in the wilderness have an endless life span in most of our games, not so here.

* Out of our eight opponents, three of them have Hunting starts (Aztecs, HRE, Zulus). They all start with scouts, and so 3/8 opponents pose zero threat whatsoever to kill an undefended capital.

* We have a forested plains hill tile at the capital with 3 production yield. In the event that someone would show up, we can finish a partially completed warrior very quickly.

* This is a full diplo game. Even if all the above fails, we still have a good chance of talking another team out of aggression. Some of the teams often feel that early attacks are "unsporting" and won't go for them either.

If all of those things fail and we die, then screw it. We go and focus on the RB Demogame instead. I would regard that as extremely unlikely, however.

* * * * * * * * * * *

Consensus seems to be moving the starting warrior NW-NE. I will go with that for now unless I hear otherwise. The two places we need to scout during the early turns are the area around the deer tile in the NE, and the area south of the floodplains in the direct south. It shouldn't be too tough to circle through both areas in 15 turns.
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I think I've said it before, but the map is only listed as Huge, for the purposes of maintenance. The dimensions are merely that of a Large map.

But yeah, the corners are extremely dangerous. Not only do people get vision on the corners, but for two of them, we can't get 3 turns of warning on any warriors that turn up.

The NW and SE corners are kind of safe, because of the hills giving vision. The SW corner is dangerous, as people are going to be gravitated towards floodplains. Let's hope for a barb lion to guard our SW corner! Otherwise, I prefer moving the warrior NE, to scout and sentry that corner. Though I'm still undecided between scouting straight, curved far, or curved close.
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