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What do we want to do with Hurricane this turn?
This poll is closed. |
| Don't build a spearman. Commit to using the shields for a wonder. |
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42.86% |
| Build a spearman now. We need the extra military. |
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57.14% |
| Abstain |
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0 |
0% |
| Total: |
7 voters |
100% |
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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If my calculations are correct, if we switch Hurricane to building a spearman in our upcoming turn, the spearman would be finished the following turn with no wasted shields. That means that if we don't switch immediately, we're pretty much committed to trying for a wonder unless we're willing to throw away shields.
There are three basic approaches we can take with Hurricane:
1) Build a wonder now.
2) Build one or more military units, and then start on a wonder.
3) Don't try for a wonder in the near future, but focus on our military instead with an eye toward either invading the mainland or taking out Vox, whichever makes more sense when the time comes.
If we don't build a spearman now, we're pretty much locked into the first option. If we do, we can still choose which of the other two options we prefer.
Please take some time for thought and discussion before your vote, but this does need to be decided by the time we play our next turn. Sorry about the short notice; I hadn't caught the fact that growth in Hurricane would cause us to get a spearman quite so quickly.
Nathan
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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No vote from me yet, but in theory I'm all for going for a wonder in Hurricane. Aeson's build-settler-before-adding-workers strat seems strange, maybe promising, but I have reservations on creating one city 5 turns earlier if we don't have the military to defend it. Also, the risk gets higher on losing the pyarmids (or any other 400 shield wonder) with every delay, when we first planned on doing this, we were anticipating 1000 BC for the GL, now this date has already slipped to 730(?) or 650 BC. The longer we wait, the more chance there is that 2 other civs build a wonder before that, and maybe the GL will be the first to be built, but the Pyramids will most likely be second.
So, in theory I vote for continuing the prebuild, but I'll give it a few hours more time to see if someone has some other valid arguments to make. From the first results of nye's test, one thing seems obvious: we have enough growth-cities to not worry about Hurricane's production, so there are many advantages to let one city grow to decent size early in the game. Only the amount of commerce Hurricane is going to produce will be an asset, so why not build a wonder there.
DeepO
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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If you'll look at my experiment with NYE's test scenario, I think our military will be far too weak if we focus Hurricane on a wonder at this time. We might be able to do just a little better than I did there, but not much. The problem is that EotS and Cyclone can't produce troops because they're focused on settlers and workers, Bolderberg doesn't have much production, and the other cities take long enough to get up to speed that they can't make up for the lack of military production in our first three cities.
At a minimum, even if we want to build a wonder in Hurricane, I think we should build a spearman, then four vet warriors, and then probably another spearman first. That would avoid cutting our defenses quite as thin, although even that would leave them a good bit thinner than I prefer.
Nathan
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Dominae
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Keep going with the Wonder. If we focus on military and REX with our other cities, Hurricane will be the "ace up our sleeve". We do everything the other teams are doing, plus a Wonder. Now that's a way to break the game open.
Dominae
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Dominae
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We will not be needing those defenses in the timeframe that Hurricane can produce them. Since the other teams are a non-issue so early, are we expecting an attack from Vox?
Dominae
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Dominae
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Did Lux attack ND?! Sheesh, I'm so out of the diplomatic scene right now...In any case, attacking a neighbor is quite different from attacking overseas. Quite different.
I'm all for being prepared, but there's being prepared and there's being paranoid. We know Vox does not even match our pathetic military. What threat do they pose?
I can see that, in the event of an attack down the road, we may not be as capable of defense as we could be (because of Hurricane's focus). But that's a gamble, plain and simple. I believe it's a gamble we can afford: the worst-case scenario leaves us fighting for our survival; the average-case scenario puts us ahead of the game. That's good enough for me (especially considering that we can work hard diplomatically to prevent a strike from the mainland...).
Dominae
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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Well, I have to agree with NYE, plus I'd like to point out one problem with Nathan's thinking: we have so few troops in the test scenario, because both pumps were pumping settlers, and workers get build elsewhere. So the ratio between cities and troops goes down. If EotS gets converted to a worker / unit pump once Cyclone is up, expansion would be a little less swift (but still far better then what Vox can deliver), but much more balanced. We wouldn't need Hurricane as a troop builder, as we can defend our empire with what we have.
So, the problem with Hurricane is that as our second city, it obviously is good as a unit producer, but it could become a wonder city as well. But, by making both EotS and Cylcone into purely growth pumps, we lose balance. So, we can either destroy a wonder city, or take back our enthousiasm on the 2 pumps... I definately vote for having one pump set to workers some more, instead of pumping out cities that our military thinks are hard to defend (which I more or less agree with).
With more workers, there are a couple of advantages, better and faster growing cities, better defensive road network (we need a lot of workers to get the roads done in a timely way, look at all the mountains we need to cross. Forts would be nice as well), and with an abundance of workers, we could supersize Hurricane, building the Pyramids faster, and getting it back faster as a super unit producer.
I think that much more logical than building another 5 units in Hurricane, which will mean our army size will be nice, but our chances of building a wonder get awfully slim.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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Hmmm.. sorry, I didn't had time to thoroughly check your tests now. I noticed at least a few settlers, I was thinking last night of trying the scenario with only workers produced (after the first settler which we can't stop anymore). Cyclone is fast enough, that's not the issue, so the workers can help.
BTW, did anyone considered using workers to pump the size of Tempest or Bolderberg? Or any other barracks city? Workers are cheap when produced from EotS, nobody has said that they an exclusively be used on wonder cities. Tempest seems like a good choice too, as it is also a high commerce site (with the river), which can't both grow and produce at the same time.
Even if the vote atm is in favour of the spear, it is by a very small margin. I don't feel very comfortable using it in our turn, however I do agree that we can't postpone things indefinately, so let's go ahead..
DeepO
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Dominae
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quote: Originally posted by Sir Ralph
This, combined with some mild poprushing, works a charm. |
Or so pink-men think.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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SR, why would it anger the wonder folks? I consider myself one of them, and if adding workers to other cities can get us out of this defense problem it would be good for my beloved wonder.
I want to at least get a balance in terms of production in the game, and having 2 settler pumps with 1 or 2 barracks cities is simply not enough. Having Hurricane on troops instead of on a wonder might still not be enough, as those 2 pumps are too good for us, and we need to deal with them anyway.
So what we have is an opportunity to build a wonder in one city, an opportunity to get good in commerce in another (Tempest), 2 super growth cities (size++ each 2 turns), and a few moderate cities which we plan to use military. Rather then sacrificing the wonder, to get balanced, I'd rather sacrifice a bit of growth as it is cheaper (unless disease hits us). Each worker added to a city is likely to give us an extra shield, which means that in 40 turns (which is about the period were looking at), that worker is worth 2 spears. The trade of pop to production is a valid one, and it may be the tool we need to get both Hurricane as a good wonder city, and the needed military to feel safe.
It's not exclusive, I don't mind if EotS builds 20 workers in those 40 turns, uses 6 for pumping Hurricane, 8 for regular improving, and another 8 for pumping barracks cities. I don't think that workers need to go either to Hurricane or to other cities, we will have enough to do both.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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My opinion is that what you propose can be a start, but I'd like to test it out what pure worker building in EotS can do to us. My guess is that if e.g. Bolderberg gets pumped to size 5 or 6 (using a mountain to balance), it could be a good barracks city. #4 would be my least choice of pumping, as it has extra food on its own. But if there are enough workers to add, it certainly can help as well.
One note to take into account: a worker is in EotS cheaper then half a settler, and on our production and commerce it is many times better to add a worker to a good city, then it is to create a bad, new city. Of course, in the end you need more cities, but we won't lose this capability by making better but fewer cities early on. ASs long as we make sure we can catch up, of course, but catching up won't ever be a problem with a city like Cyclone helping us. We simply need to make sure that we don't overproduce ourselves.
DeepO
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