Announcement

Collapse
No announcement yet.

Turn 45, 2240BC

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    First up - do Banana and Vox have contact? Do tell please.

    Comment


    • #17




      It appears that Vox and Banana do NOT have contact (no line between them in Foreign Advisor screen).

      Comment


      • #18
        Originally posted by Blake
        By the way, just to clarify something since I'm kind of new to demogames, it's completely permissable to play the turn and follow in the footsteps of the turnplayer, yes? If I'm correct here I'll move Spinebreaker and get all the Banana info.
        Yes, just so.

        Comment


        • #19
          Originally posted by Blake

          I thought about mentioning that but I thought it'd confuse matters more.

          The hovering thing works *when the worker is already cancelled*.

          As it happens this means the chop will land next turn. For precise control, please do this.

          Hit chop, then cancel the worker.

          The next turn the worker will be idle and waiting for orders at the start of the turn, eliminating any possibility of him chopping before he can be grabbed and cancelled (it's just good practise to do this cancelling workers at the end of turn).
          Okay - stupid question - why do I have to hit chop? The worker is already chopping. Is there something special that does, or could I just hit Cancel?

          So then next turn, the worker will be awaiting orders, and I'll move the build to worker, hit chop and it should finish the chop, and then move the build back to Skirmisher. Right?

          Comment


          • #20
            I don't intend to rush this turn out the door, by the way.

            We've been pretty good lately, and I think assessing Banana and deciding what initial diplomatic message/greeting to send them merits waiting until at least morning to play.

            We got the turn at 15:07 EST, for reference.

            Comment


            • #21
              The idea is to cancel the worker each turn, and re-issue his orders the next turn. There is no loss involved in doing so, and it's commonly done in multiplayer for security/reliably reasons - Workers aren't always smart about waking up when in danger and such. Having them ask for new orders each turn ensures they do exactly what they are meant to.


              As it happens I was 1 turn off in the simulations, we'll grow before the chop is ready, thus we just switch to worker and chop it and let the worker complete, getting back to the skirmisher somewhat later.

              Comment


              • #22
                Originally posted by Blake
                The idea is to cancel the worker each turn, and re-issue his orders the next turn. There is no loss involved in doing so, and it's commonly done in multiplayer for security/reliably reasons - Workers aren't always smart about waking up when in danger and such. Having them ask for new orders each turn ensures they do exactly what they are meant to.

                As it happens I was 1 turn off in the simulations, we'll grow before the chop is ready, thus we just switch to worker and chop it and let the worker complete, getting back to the skirmisher somewhat later.
                Okay, that makes sense.

                Comment


                • #23
                  Someone is cottaging already.
                  You just wasted six ... no, seven ... seconds of your life reading this sentence.

                  Comment


                  • #24
                    What are a Skirmisher's odds agains a warrior forted on a hill? If we send a Skirm over there and whack their warrior at high odds, that's kinda like free XP...

                    But only if the odds are like 90%.

                    -Arrian
                    grog want tank...Grog Want Tank... GROG WANT TANK!

                    The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                    Comment


                    • #25
                      Oh, more immediate:

                      Grog 7, sure. Or maybe 4, with an eye of getting him to the forest tile 88 of the Voice for fortification.

                      Zidane: fort in place.

                      2nd Skirm: move to support Zidane.

                      Spinebreaker: agree with Blake. 3 to explore.

                      Stone... hrm. Wish we had stone.

                      -Arrian
                      grog want tank...Grog Want Tank... GROG WANT TANK!

                      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                      Comment


                      • #26
                        Originally posted by Blake
                        By the way, just to clarify something since I'm kind of new to demogames, it's completely permissable to play the turn and follow in the footsteps of the turnplayer, yes? If I'm correct here I'll move Spinebreaker and get all the Banana info.
                        You can do anything you like which is either reversible, or does not give any new information. So, you can play in the footsteps if you like, but you can also move around workforce, or figure out odds against a fight by hovering but you can't e.g. disband a unit to see whether it affects stats, nor can you move anywhere where the turnplayer hasn't moved to.

                        DeepO

                        Comment


                        • #27
                          Erh, Zidane is that skirm next to the Voice, right? There's only one option for him, and it hasn't been mentioned: he should move 9.

                          Fort the warrior so the Voxian warrior don't get any ideas, and firther use Zidane to pressure the forest archer, The Voice, and the hilled warrior. Later on, Zidane can move towards either the fp, or the other forested plains.

                          And the beauty of it is: they might even try to kill him, spending an archer. Or they might move their gold archer to support the forest archer. Those tiles are going to become too difficult to capture directly, and we need to choke those shields. The only thing that can persuade them to leave those highly defensive tiles is if enough skirms are pressuring the Voice.

                          At one point or another, we're going to have to face them on unfavourable terrain. We better expect that to happen, and take it into account in our plans.

                          DeepO

                          Comment


                          • #28
                            Turn 45, 2240BC

                            Units

                            Warriors
                            Grog: 2/2, 1/2 Exp. Moved 7 - this reveals some tiles, as well as allows Grog to then move back down 1 next turn, to get into the field if necessary, w/o being aside the Vox Warrior.
                            Spinebreaker: 2/2 8/10 Exp (W2). Moved 9-3, revealed Lion, Stone, Rice, and Team Banana city Splitsville
                            Thug: 2/2, 0/2 Exp. Fort in EotS

                            Skirmishers
                            Zidane: 4/4, 0/2 Exp Forted
                            Materazzi: 4/4, 0/2 Exp. Moved 9 - 2 turns from being beside The Voice
                            Beckham: 4/4, 0/2 Exp. Moved 6 - named this unit - I'm not a football person, so this is one of the few names I know - those of you more informed could make me a list of names to draw from. :-)

                            Worker: Cancelled Chop, will resume next turn after growth and switching to worker build

                            Science
                            Current (12/turn +1): Agriculture in 3 turns (52/85)
                            Polytheism 134/143

                            Cities

                            Eye of the Storm (Size 4)
                            WF: changed for growth in 1 turn (44, 4, 8, 9)
                            Growth (6/turn): 22/28 (1 turn)
                            Production (5/turn): Skirmisher in ? turns, Worker in ? turns
                            Culture (2/turn): 86/100, expand in 7 turns (will include Copper)

                            Diplomacy
                            We now have contact with Team Banana and need to establish relations. They don't have contact with Vox.

                            Other
                            None

                            Spinebreaker's view:
                            Last edited by Hot Mustard; October 18, 2006, 18:38.

                            Comment


                            • #29
                              Originally posted by DeepO
                              Erh, Zidane is that skirm next to the Voice, right? There's only one option for him, and it hasn't been mentioned: he should move 9.

                              Fort the warrior so the Voxian warrior don't get any ideas, and firther use Zidane to pressure the forest archer, The Voice, and the hilled warrior. Later on, Zidane can move towards either the fp, or the other forested plains.

                              And the beauty of it is: they might even try to kill him, spending an archer. Or they might move their gold archer to support the forest archer. Those tiles are going to become too difficult to capture directly, and we need to choke those shields. The only thing that can persuade them to leave those highly defensive tiles is if enough skirms are pressuring the Voice.

                              At one point or another, we're going to have to face them on unfavourable terrain. We better expect that to happen, and take it into account in our plans.

                              DeepO
                              I like where you're going here, DeepO. We can still move him 9 next turn, and the bring the others in closer as well.

                              Comment


                              • #30
                                Hmmm.

                                Splitsville is founded.... interestingly...

                                It is confirmed it's garrisoned with only a warrior. It's on a hill making a gank improbable.

                                From demographics it's currently working a grassland forest.

                                Most interesting is it's founded on gems. I would say that Grassland Hill Gems is the second worst tile to found on - after Grassland flatland Gems. We can presume it was jungled but I can't imagine they badly need the happy considering both cities are working grassland forest e-quiv tiles, and they need Iron Working soon for the rice.

                                I suppose it's possible there is a particullary good (easily improved) resource N/E in the fog, but wouldn't you found a city on the stone in order to block off the causeway?

                                AND OH MY ****IGN GOSH I SHOULDN'T HAVE BEEN EATING WHILE REVIEWING THIS.
                                CITY RAIDER WARRIOR!


                                The turnplayer must've left auto-promote on or something.

                                I'm not seeing banana as a hugely credible threat right now .

                                Comment

                                Working...
                                X