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Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:26
  Old Post 14-02-2003 22:17
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Turn 54, 1675 BC Get a bigger avatar today!

To be edited by the leaders of the Scholia.

Status:
- Researching Code of Laws at 100%, ready in 11 turns.
- 68 gold cash, -2 per turn

Urgent questions:
- none

Military:
- Both warriors near the incense desert move 4 to get a better view.

Economy:
- Worker #1 begins to chop
- Rearrange laborers in EotS to work 3 FPs (which requires moving the Tempest laborer to an unimproved FP).
- Worker #2 finishes road, moves 2 (preparing to irrigate and road a plains shared between EotS and Hurricane).


Diplomacy:
- discussion whether we continue the GL or not, and how we involve Vox in it

Last edited by nbarclay on 15-02-2003 at 12:50

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:26
  Old Post 14-02-2003 23:34
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Can we move the two warriors on the western desert both 4, to check for galley crossings at that point? Then the northern warrior can go 8. There doesn't seem to be anything lost by this, and it could lead to very valuable information.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 00:25
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Aeson, nice catch on still needing to check the coast. The threat of barbarians disrupted our last plans in that direction (although at least we got 25 gold out of the deal).

DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:26
  Old Post 15-02-2003 00:30
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One problem, though, the most Northern warrior, Grog, is kind of frozen on that mountain, technically speaking he is even in enemy territory. I wouldn't put too much attention on him by moving him, certainly not by moving him closer to the road, or their capital. As long as he sits quiet, we have a good lookout on what passes the Vox road.

DeepO

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 00:43
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I agree that Grog needs to stay put, but we can definitely check out the coast on the western desert.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:26
  Old Post 15-02-2003 00:47
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I meant the northern of the two 'desert' warriors could then go north. Sorry that I didn't make that very clear. Grog is in the best place he can be as long as Vox is willing to let him stay there.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:26
  Old Post 15-02-2003 05:13
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Weren't we also hoping for some barb-farming?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 06:31
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The barb-farming idea, coupled with the need to defend Bolderberg, was what distracted me from the desire to check out the coast. But I definitely want to know what it looks like, in large part because I don't think we're very many tiles away from RP in that area.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:26
  Old Post 15-02-2003 07:11
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Barb camps will never pop up inside the view of a military unit, and I think never within less than 2 spacing from a cultural border (might be just 1 though). If we want to do some barb farming, we need to vacate an area and so does Vox. This may require some form of revenue sharing deal to coordinate, but would also hamper our early warning system on the east coast. i don't think there is enough FOW in the west for any sort of reliable barb farming.

I'm thinking for reliable barbs, we'd have to move Ouch south (all the way to our borders) while Willy was moved to Dissidentville or at least much further north. Hack and Tim would both need to move west. Then a WC would need to patrol the desert and sub-equatorial grasslands.

The formation of barb camps is usually quite fast, and they all come with one 'wandering' warrior. At our settings it would be best to kill the camps and move out, letting another one form, over and over.

This really puts both teams in a bad defensive position and opens up the possibility of a sneak attack. I really don't think the risk is worth what we'd get for either team. Worth discussing though.

A possible solution would be to allow Willy and/or Tim to come south to our borders, while Ouch would be allowed to move up to the eastern Iron area. That would increase each teams early warning capacity but does open up other problems, such as how to properly defend our Workers in the area.

Theseus is offline Theseus

Emperor
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Apr 2002
time: 00:26
  Old Post 15-02-2003 07:16
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quote:
Originally posted by Aeson
A possible solution would be to allow Willy and/or Tim to come south to our borders, while Ouch would be allowed to move up to the eastern Iron area. That would increase each teams early warning capacity but does open up other problems, such as how to properly defend our Workers in the area.


Nah, keep those Vox away.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:26
  Old Post 15-02-2003 10:55
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quote:
Originally posted by Aeson
Barb camps will never pop up inside the view of a military unit,


Just to point something out that I just saw in a SP game: Barb camps can appear adjacent to non-military units, like Workers and Scouts. This means that any lone Worker is a target. Sorry if you all knew this already. I personally thought that Barbs could only appear in fog of war (or unexplored areas).


Dominae

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 15-02-2003 11:01
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When we first discussed the "Barb farming" idea, I believe it was in terms of promoting our units, not in terms of the actual 25 gold. I agree with Aeson that the leaving spots open for camps is dangerous. But if a camp pops up, I see no real harm in using it as a training ground for Elites. Actually there is the problem of gettting an uprising, but we could dispose of the camp before then.


Dominae

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:26
  Old Post 15-02-2003 11:14
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Yet another post of mine. Nathan, are you planning to chop the Game Forest? Assuming so, do you plan to mine or irrigate afterwards? An irrigated Game Grassland would provide enough Food for both Bolderberg and Cyclone to grow at a reasonable pace. And once we get out of Despotism, that tile alone allows growth in 2 turns.

Furthermore, is Eye going to grow to its previous size again, or are we intentionally keeping it small so that Hurricane can use some good tiles? Maybe the next Settler could be delayed a bit so as to have some nice Science going again (delayed using a Temple maybe?).

Sorry if you've thought of all this before, but it seems like something important enough to have to mention.


Dominae

Last edited by Dominae on 15-02-2003 at 11:19

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:26
  Old Post 15-02-2003 11:24
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I was arguing for promotions as well.

The thing is that at low barb settings, barb production from the camps is minimal. At the roaming level, I'm not sure that it ever even happens. In any case, you get a lot more battles by killing the camps and then vacating the area over and over again. Each camp spawns with it's defender and a buddy. The 25 gold every few turns is nice too.

In a recent OCC game (Romans, roaming barbs, Emperor) I'm sure I never saw a second barb head out from any of the 50+ camps that spawned on my continent throughout the game, That's not counting the uprisings of course.

I was planning on the uprisings and so 'herded' the camps up near mountains and then fortified Legions next to them once it got close to the time I'd expect the AI's to hit the middle ages. I didn't want hordes of Horsemen ruining my improvements and overruning colonies so I was rather generous in my dating of the event, and had 1 Legion next to a camp for about 20 turns without seeing any new barbs.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 12:43
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Chopping and irrigating the game forest is a key part of my plan to get Cyclone going as a settler pump. With a mined wheat, an irrigated game, and enough production, a city can crank out 4-turn settlers and 2-turn workers. Later, Bolderberg can use the irrigated game in conjunction with mined plains, or we might want to mine the game (for better production in a GA) if by some chance we have a worker with nothing better to do.

EotS is intended to grow back to size as quickly as it can, building settlers along the way. Keep in mind that normally, EotS doesn't have the production to build settlers without sacrificing growth. But after disease, it's small enough that it does get enough shields for a settler before hitting size 7 even at maximum growth. My projection is that growing every two turns, EotS will build its first settler the moment it hits size 6, thereby dropping back to size 4 by the time our turn starts, and the next one the moment it hits size 7, dropping back to size 5 by the time our turn starts. After that, settlers will take 5 turns and end up alternating between 2-trun and 3-turn growth, but we can still build 2-turn workers (and will likely want at least a couple workers before going back to settlers).

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:26
  Old Post 15-02-2003 12:48
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Why sacrifice Settlers for Workers? That has always mystified me. New cities can build their own worker. They cannot easily build their own vet units and take a long while to build a settler.

If we have settler pumps, let them be settler pumps. Building workers is not an effecient use of these pop points IMO.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 13:22
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If a new city builds its own worker, that makes it that much longer before it can start work on a barracks, library, or whatever other improvement will help it serve its ultimate purpose. Not only does it lose 7-10 turns of production (albeit likely at just one shield per turn), but it ends up with one less population, further compromising its ability to build useful things. And as if that weren't enough, it's working unimproved tiles the whole time.

Sending workers from higher-growth cities makes it possible for new cities to reach a useful size sooner and (if the workers can be sent quickly) gives the new cities improved tiles to work sooner. If that compromises settler production too much, the solution is to set up an extra growth-oriented city or two so you can build both settlers and workers from high-growth areas and still REX at an acceptable speed. That's why I want Tempest as a worker pump so much.

This approach is actually quite viable even in a relatively pure REX, because while building workers in the pump cities slows down their settler production, other cities only have to grow two points before producing a settler instead of three (one for their own worker and two for a settler), or can build a granary and then really take off cranking out settlers. With a border treaty in MP, or on an island by yourself in SP, the technique can be even more useful because there's less urgency to getting all the cities settled and the cities that are delayed are relatively corrupt while the valuable core cities get up to a useful size faster.

Nathan

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 13:26
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By the way, EotS has an additonal argument in favor of workers over settlers to the extent that workers are needed: it can build workers without compromising its growth rate, but cannot do that with settlers. It's actually a more efficient worker pump than it is a settler pump.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:26
  Old Post 15-02-2003 13:41
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OK, but how soon can we have a second Barracks? Assuming of course that Hurricane proceeds to a Wonder?

We really do need a higher capacity for building vet units than Bolderburg gives us.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 13:52
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I'll try to get some precise projections for what will happen when pinned down by the end of the weekend. There are enough cities to juggle, and few enough workers to spread between them at the moment, that projections tend to be a bit complicated.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:26
  Old Post 15-02-2003 14:29
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quote:
Originally posted by Aeson
In a recent OCC game (Romans, roaming barbs, Emperor)


OCCing as Rome, with two completely (under these circumstances) useless traits? That sounds like Aeson.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:26
  Old Post 15-02-2003 21:25
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Aeson, we know that Barbs are not sedentary on this map, as a camp appeared up North a few turns ago and a Barb Warrior popped out of it (the same turn, I think). But you're probably right that the rate of production in Barbs camps is much lower at Chieftain.

Edit: I see what you're saying now: that Barb camps never produce an additional Warrior if at Sedentary or Roaming level. Too bad.

Depending on the location of the camp, we could put a Vet. Spearmen and Vet. War Chariot next to it and hope for promotions. The only real problem is that this would be a very "small scale" project.


Dominae

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 15-02-2003 21:59
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To the extent that we try to get promotions from barb camps, I'm a bit more inclined to try to get our regular warriors promoted so they'll be more worth upgrading to swordsmen.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:26
  Old Post 15-02-2003 22:11
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I'm not sure about never, but it's at least 20 turns between spawns unless there was something really messed up about my game.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:26
  Old Post 16-02-2003 03:44
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Turn is here.

Vox offered Warrior Code and Mysticism for Writing. Stupid, I had "accepted" Writing last turn, I am very sure. But since they "accepted" their offer too, it's deal now.

We have contact to the Glory of War.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 16-02-2003 03:47
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According to a message I just got from BetaHound, we forgot to accept their (null) offer last turn.

I went ahead and opened my copy of the save so I can get a better view of what's going on.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 16-02-2003 03:50
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I just caught something I missed in my turn orders. We're about to finish our new mine by Cyclone, so go ahead and move Cyclone's second laborer to that tile and have Bolderberg work the game forest again at least until Cyclone is ready to grow again.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:26
  Old Post 16-02-2003 03:52
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quote:
Originally posted by nbarclay
According to a message I just got from BetaHound, we forgot to accept their (null) offer last turn.


I saw, that they offered "nothing" and accepted their deal, but didn't realize what this is good for. Why should we accept a "null" offer? And if it has a logical sense, why was it not edited in the first post?

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:26
  Old Post 16-02-2003 03:56
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Team Scores:

94 (+2) Gathering Storm
103 (+2) Demogyptica
81 (+1) Glory of War
100 (+2) Role Play
76 (+1) Vox Controli
73 (+0) Lux Invicta
115 (+2) Legoland

Making a research cost analysis now...

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:26
  Old Post 16-02-2003 03:59
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Just made the same comment in the Vox thread, but without discussing it (I think that belongs in the comments thread), there is one diplomatic issue to solve: Vox asks us for 8 gold, as a deal for contact with ND.

DeepO

 
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