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As expected, PH takes 2 turns at full speed but we can't sustain it. That's 3 turns at 80%, the higher sustainable rate, but we loose to rounding. Thus I switched back to 0% for one turn then will go to 100% for 2 turns. Feel free to change it if you disagree. (didn't hit enter)
DoW's overflow is put into an archer, and I switch the capital to a worker. I guess we will have to do one turn of granary before whipping the settler into the Oracle.
I have updated my sim to t49, will finish it today to check Oracle time completion. (didn't push it since the tech rate is different with those AIs knowing archery and poly... so even if everything is strictly the same on our side, I was ahead on techs by 2 turns... and was lazy enough to wait to see how many turns PH would take in the pitboss actually)
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All sounds good.
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I just logged in to a very unpleasant surprise...
I switched builds as per the plan but imo we need to change it lol. Maybe whip the spear in DoW and move the warrior from capital toward TheF now (all units are unmoved). I hesitate with the scout: either save it going south or going to the forest south of rice/Corn and taking a 1.7 vs 2 fight so the incoming warrior has a sure kill afterward. I guess I will move the worker too. Either 1E to chop into the granary, or SSW of the capital into the Oracle, or another safety axe. (that forest has already one turn of chopping done).
May 7th, 2020, 00:19
(This post was last modified: May 7th, 2020, 00:26 by Rusten.)
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Surely the spear is too late anyway?
I can't log in until later today, but it looks like you'll have to move the capital warrior and sacrifice the scout to lure the warrior away. Otherwise we'll have 2 barbarian warriors against 1 warrior defending which is a recipe for disaster. Moving scout to ivory makes the most sense to me.
If the warrior is baited onto ivory then our archer will get there in time.
edit: you should probably put some hammers into an archer in TheF in case we need to chop one. We'll have enough hammers to 1-pop the granary anyway.
I'm saying all this under the assumption that the barb warrior will prioritize attacking over moving (always), but I play so little SP these days that you may want to double-check.
The northern one will move to rice I'm pretty sure. They're coded to enter territory if they can attack the next turn at this stage.
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You'll have to check the combat odds and decide if it's worth sacrificing the worker to send the other warrior north. The answer is most likely yes, but I'm in a rush right now and unable to log in so I can't give any clear advice. However, I can say that it's MUCH better to lose an EXP worker than a settled city with food banked. The worker is very expendable.
May 7th, 2020, 13:06
(This post was last modified: May 7th, 2020, 13:08 by Raskolnikov.)
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to sum up:
whip spear, move archer on copper
move capital warrior toward third city, keep growing on granary (even if unhappy for one turn), then whip settler. Depending of what happens next, overflowing into Oracle might not be best!
scout on ivory.
The thing I am not sure is the worker. I might do a quick test before playing to see if both warriors target TheF. If yes, I guess moving the worker on the forest south of pig is best. (so the spear can catch him in 2 turns).
switch TheF to an archer.
Anything else?
May 7th, 2020, 13:37
(This post was last modified: May 7th, 2020, 13:41 by Rusten.)
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Yeah just continue on granary (prioritize food tiles).
Whipping the spear is terrible for the granary, it means we only get +8 instead of +12, but I guess we have no choice.  I'll leave the decision to you, just make a solid plan that goes longer than 1 turn for barbarian moves and your moves and we can live with food waste. Looks to me like we can whip the spear next turn though, that will work out much better for the granary. If it's whipped next turn it can kill the barb warrior when it enters pigs, no? EDIT: And if we can wait for next turn then that means we can get an axe instead.
Pretty sure we can overflow into Oracle, Dawn of War should be able to produce all that's required for military.
For the record I'm pretty sure this could've been avoided if you had grown to 6 on a warrior in capital (use it to fogbust) and then 3-pop whip the settler for city #3. Questionable micro earlier IMO, but it's in the past. Just saying for next time. You built that settler without whipping which is almost always bad (especially with such a big food surplus).
May 7th, 2020, 18:02
(This post was last modified: May 7th, 2020, 18:08 by Raskolnikov.)
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Well, our worker has been sacrified for nothing... since our scout killed the southern warrior almost unscratched (0.8 remaining)!
Tidy bit annoying but it could have been worse. We can whip an axe in DoW and the settler in The Evidence. PH due next turn, marble will be up next turn too (the quarry is done, roads will be done next turn) so the timing is nice.
edit: yeah, whipping for 3 would have been best. I really need to whip more early on, specifically settlers/workers. The good thing is that there is indeed room for improvements
May 7th, 2020, 18:08
(This post was last modified: May 7th, 2020, 18:09 by Rusten.)
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That's good news.
And it's not for nothing, we would've been reliant on winning a warrior vs warrior (without fortify bonus) battle to avoid losing the city if not sacrificing the worker. The scout battle was largely irrelevant for saving the city as the archer would be there in time. Not having to worry about the warrior the coming turns is still very nice of course.
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Did you put some thoughts into GP generation? GP > GE? How do we speed up the GE? HGs?
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