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regoarrarr Wrote:I think we probably should just run with the farmers gambit that seems the style here at RB, depending on who/when we meet as our neighbors.
Or we can rush someone since it's ideally a "fun" game. But I'm on board with REXing as normal.
Quote:Another trick that we have up our sleeve is the declare war / immediately offer peace trick. We could do that if we see someone nearby, that way we're locked into the 10t peace. Of course, if it's Krill, he'll probably sense our weakness and not accept the peace 
We could, but honestly if someone ever did this trick to me I wouldn't take the peace. Unless I was really trying to buddy up to him, but otherwise why give your opponent that sense of security?
Suffer Game Sicko
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So what's our first warrior move? NE?
Suffer Game Sicko
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pindicator Wrote:So what's our first warrior move? NE?
My vote is for SE. The hill to the NE isn't as relevant for me as it would take something ludicrously spectacular to make us consider moving the settler that way. If we settle in place, border pop reveals that anyhow. I'd lean towards south as the land looks more substantial.
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Yeah SE I think. Like Kyan said - we're pretty much going to SIP. I can't think of what would be up there that would make us not.
As for the war / peace thing, I guess it depends. I mean if you've got peaceful intentions, then I see no reason not to accept. There are just scenarios where you have to know if someone is peaceful or not (like if your capital is un / under guarded, or you have a worker chopping on your borders etc).
From my perspective, I'd rather not play the game of early aggression. But we'll see how it goes...
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so if you mine/chop a forest grass hill (instead of chop), it works on the mine portion first, thereby delaying your chop from hitting the capital by a turn?
I played around on this a bit and was settling on 29 (on the tile 2S of clam) but i didnt have 2 WBs out and had a couple of turns of wasted worker time. playing that to turn 33 for comparison, definitely didn't look as good as the above plans.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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waterbat Wrote:so if you mine/chop a forest grass hill (instead of chop), it works on the mine portion first, thereby delaying your chop from hitting the capital by a turn?
Yes. I think chop is 3 turns and mine is 4 on normal. So a chop-mine is 7t.
But if you go to a forested hill and hit mine and cancel, it does 1t of mine, and then you can do 3t of chopping, leaving just 3t of mining left. You can determine which turn you want the chop to come in, and don't waste any worker turns (assuming that you want a mine right after your forest chop)
Quote:I played around on this a bit and was settling on 29 (on the tile 2S of clam) but i didnt have 2 WBs out and had a couple of turns of wasted worker time. playing that to turn 33 for comparison, definitely didn't look as good as the above plans.
Yeah I think you can get a settler earlier if you don't get a 2nd worker and/or some of the workboats, but I agree that it's probably not worth it.
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waterbat Wrote:so if you mine/chop a forest grass hill (instead of chop), it works on the mine portion first, thereby delaying your chop from hitting the capital by a turn?
I played around on this a bit and was settling on 29 (on the tile 2S of clam) but i didnt have 2 WBs out and had a couple of turns of wasted worker time. playing that to turn 33 for comparison, definitely didn't look as good as the above plans.
As a top tip: On quick speed, you can save a worker turn by doing this (it is 1 turn quicker to mine a forested hill than it is to chop it and then mine it. However, the trade off is that you don't get the hammers from the chop until the very end).
Useless here on normal speed, but the above can be very handy in certain situations on quick speed (where it is caused by rounding), which is what all PBEM games here are played on.
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Somewhat relatedly chopping is more powerful on normal than on quick speed, since it's a three turn job on both speeds.
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I have to run.
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novice Wrote:Somewhat relatedly chopping is more powerful on normal than on quick speed, since it's a three turn job on both speeds.
/free spam
Plus it's 20 hammers instead of only 13!!
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Plus moving onto a forest is a more expensive cost on quick!
Seriously, Normal speed chops are more than 50% more efficient in workers turns than Quick speed chops; it's pretty silly.
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