View Full Version : Placement of 2nd Spanish City
blastoidstalker Apr 22, 2008, 06:31 PM Though we have not actualy seen it yet. I think Spanish placed a city on the easternmost dye. This can be discerned through the new Spanish borders. Nobody has mentioned this so i wanted to put a place out there to discuss the implications of this as it is very close to our borders.
1) Does It change are plans or timing of a future war with Spain
2) Is it a city we would want to keep or not?
DaveShack Apr 22, 2008, 06:51 PM Based on the cow being within their borders, the city is located W of the dyes.
This means it does not have a defensive bonus due to tiles, as long as we don't cross the river.
Also, the borders have already expanded, but that is not a big surprise.
Edit: fixed direction to W.
blastoidstalker Apr 22, 2008, 06:55 PM You are right. It is 1 west of dyes. I am happy to see that the copper is not in their borders it actualy is out of the next border pop as well. They would need to put another city down there to get it.
Provolution Apr 22, 2008, 09:41 PM With this information, I suggest we move in and "guard" copper site(-s) until Alphabet is researched. If they are about to hook up copper, we strike, but not before, this gives us a chance to trade for techs right away before we declare war after alphabet.
Cynical as it sounds, I would like Spain to develop some land before we plunder, raid etc, as well as securing the available techs in trades before we act.
One Horsearcher may guard the Copper site, the other HA may kill barbarians around New Giruvegan to secure that city's development until we decide to strike Spain.
Striking turns 31-35 makes more sense in that regard.
Lord Civius Apr 22, 2008, 10:01 PM We are assuming that they do not have a third city that we can't see through the fog. It is unlikely and we are pretty sure she does not have BW as she has not adopted slavery. Howver it will more than likely be her next tech and next city. We must assume this for our warplans sake. I suggest we strike sooner rather that later. If she gains copper and adopts slavery we may have to push the war back and lose our early advantage.
Provolution Apr 22, 2008, 10:14 PM I would say observing the copper site before we strike is the best bet to get those tech trades, I would urge to wait that long. This should be a good security guarantee for having the early advantage.
Lord Civius Apr 22, 2008, 11:35 PM I must say that a horse archer securing the copper is a good idea and overlooked it in your original post. So I agree with Prov.
Provolution Apr 23, 2008, 12:29 AM If that is the policy, I think we should play next session till Alphabet is decided on (killing barbarians and watching Spanish Copper site until then), and then end the game.
I think the session will be quite static, as all we got to do is to sit and wait for all the technology trade options to appear, and then go to the forums to discuss the various trades as well how to begin the Spanish War (Sorry NZL, but there will be barbarians to kill in the meantime, we just need tech trades).
Watching copper is a guarantee enough that our horse archers will reign supreme.
NZL Apr 23, 2008, 12:31 AM No problem, the more static, the less screenshots my lazy ass has to make :p
Provolution Apr 23, 2008, 12:35 AM I guess you will see another city build (location chosen by KWP, unless he wants to plant the city during his own session), a few Barbarian skirmishes with horseman archers, events must be screenshotted though (make decisions on the spot there), and major changes in the demographics as well, plus barbarian battle situations and key Spanish developments. Remember that the information you get will be for the forums.
Yet, there will be some land to discover as well on the Spanish side.
NZL Apr 23, 2008, 12:48 AM I will provide plenty of screenshots don't worry ;)
I was being a bit Ironic in post #9
Provolution Apr 23, 2008, 03:25 AM Yeah, 30 turns would be the best shot (if we go for Alphabet) for the next session.
We just need a few contingencies as well as points that will end the session.
War is declared by Spain or Babylon
Another Civilization is met (come by boat)
Major event calling for a joint decision with real options (not minor events, or options we cannot afford)
Spanish try to connect Bronze site with worker
Alphabet is researched (terminating session, as we now got a huge number of trade options).
Furiey Apr 23, 2008, 05:16 AM Yep, 1W of the dyes, I posted this yesterday in the session 4 screenshots thread.
AluminumKnight Apr 23, 2008, 07:16 AM Watching the copper is a great idea.
30 turns is a bit much for a play session, isn't it? It took me hours to do the ~22 or so turns I did in the last session, especially now that we need more screenshots every 5 turns (at least 8).
But anyway, back to the subject. This city looks like a raze-and-replace to me. We want one in the dye port location suggested for the Faith city.
blastoidstalker Apr 23, 2008, 07:22 AM I agree that at this time 30 turns seems long. 20 would seem more in line.
Our cities will expand and as we get more commerece then we should get alphabewt a little quicker
AluminumKnight Apr 23, 2008, 07:24 AM Apparently we can get Alphabet done in a minimum of 23 turns (not counting any extra coin earned by pop growth). This seems an acceptable length to me.
Provolution Apr 23, 2008, 07:34 AM I think we run along with the 23 turn plan presented by NZL, and go along with it, and try to fit all the builds we can in that duration.
DaveShack Apr 23, 2008, 12:52 PM I'm strongly opposed to running that long, or at least to going hell-bent on running that long. We really need to stop when interesting things happen, and take a pause for RP and discussions. And the sessions should be much closer together, the 7 day wait is an eternity in which we get 2-3 days of next to no activity.
Provolution Apr 23, 2008, 12:54 PM You can use the available days to work on some platforms for the longer haul, since there is always something to be done, roleplay as well.
joncnunn Apr 23, 2008, 05:18 PM The big thing to remember in BTS with regards to keeping or raizing is that there is a random event that can occur when cities or razied that is negative to the one doing the raizing. (Something like Partisians). The receiver has the choice of having them appear near the raized town or (half that) near his capital.
DaveShack Apr 23, 2008, 05:41 PM You can use the available days to work on some platforms for the longer haul, since there is always something to be done, roleplay as well.
There were two points:
Sessions too long
Too long between sessionsEven if you answer point 2, what about point 1? We're playing more than twice the amount of turns we "normally" do, and I'm not comfortable with the message it sends.
Bertie Apr 23, 2008, 06:49 PM I'm strongly opposed to running that long, or at least to going hell-bent on running that long. We really need to stop when interesting things happen, and take a pause for RP and discussions. And the sessions should be much closer together, the 7 day wait is an eternity in which we get 2-3 days of next to no activity.
I agree with this. Long sessions at the beginning of a game make sense; right around now is when we should be cutting them back to 10 turns per session (give or take). And we absolutely should be trying to play more than one turnset a week. Long term planning actually makes it easier to play more turnsets per week. I think it may improve roleplay, too. More things happening per week means more roleplay opportunities.
Seymoo Apr 23, 2008, 07:34 PM I think we should attacke when it is most possible and not wait for tech trading oppurtunities. Too many times I wait too long for the "perfect" time to go to war. We risk ruining our chances of victiory for the gain of a couple of relatively cheap techs
Provolution Apr 23, 2008, 10:55 PM We simply watch the copper before we strike. Its that simple. If we are at risk having Spanish connecting copper before we do the trades, we need to declare war. Other than that, we should secure trades before we war.
Joe Harker Apr 24, 2008, 02:44 AM 23 turns is a bit long isn't it for a turnchat? 15 would be better (or when something major happens.)
Provolution Apr 24, 2008, 03:14 AM The Allphabet session would be a historical vacuum, but we will make clear that if a number of conditions are met, we would stop the chat immediately.
1. New Nations are met
2. Major Event that has options to choose from (doesn't count if we cannot afford options)
3. War declared on our continent
4. Build queues in a city come to an end
5. Run out of worker actions
6. Location of Arkadia city site made unavailable
I am not really for picking an arbitrary stop in a session, when no real new options are made available. After Alphabet, we can decide on a strategy where we discuss what trades to be done with what nation in what sequence and so on, before we attack the Spanish (ideally no more techs to trade by then). Of course, you are from the opposition, so you got a vested interest to stop it there. But for the overall story-arch of the game, we are all better off concluding Alphabet, then go into short sessions mode.
The next 23 turns would seem to be quite uneventful, unless
Lord Civius Apr 24, 2008, 04:25 AM My 2 cents. I am new to this site but have played many Dgames at my past sites. For the most part we played 10 turn play sessions unless a major event happened. The gov't officials then had 72 hours to turn in their reports (build qeues, tech path, worker actions, etc.). Then the leader had 72 hours to play the turns. I found this to be a good balance of gameplay to RP. It also fits the mold of 50 turns per month (10 per week + 10 flexible turns to finish techs, etc) that I thought was in the original platform. If my memory serves me right, don't have time to search the threads.
It also strikes me odd that the turnplayers do not write turn reports after the gameplay sessions. Basicly a gameplay/RP analysis of what transpired in the turnsession through the eyes of the turnplayer. It puts all important game progress into one thread instead of spreading it throughout multiple ones.
AluminumKnight Apr 24, 2008, 06:43 AM It also strikes me odd that the turnplayers do not write turn reports after the gameplay sessions. Basicly a gameplay/RP analysis of what transpired in the turnsession through the eyes of the turnplayer. It puts all important game progress into one thread instead of spreading it throughout multiple ones.
Ballazic said he was going to do this for the last session; I have not seen him put it up yet.
Lord Civius Apr 24, 2008, 06:46 AM I look forward to it. It also helps lead the RP if the turnplayer is a Roleplayer.
Seidrik_The_Gray Apr 24, 2008, 01:09 PM I'm with Lord Civius and DS and others calling for a slow down or a moderating of the length of play sessions. I have a problem making the time frame of the current play sessions.
I also would like to see all screenshots done using Imageshack, as that sight isn't on any filters for work internet security ;)
Breaks in the action would really help those of us who can't make the turn sessions keep up with what's going on. RPing stories and histories are hard when you have thousands of years come at you in huge chunks.
As to the Spanish city...It must be raised for the sake of Arkadia's future development!
Further, execute the war with three goals in mind:
1) Raze that city near the dye.
2) Take out her capital with is most likely the home of Hinduism.
3) Keep her away from the copper site in the South.
Caviat: If doing the above leaves her with one poorly defended city...take her out!
blastoidstalker Apr 25, 2008, 06:06 AM I agree with those here that we are getting to the stage of slowing down turn sessions. In defense of what has been done before, in succession games the early turnsets are often longer. But we are far enough along now to have a turnset in the 10-15 turnrange.
Unlike a succesion game though i do not think we should put a set limit,as it is nice to stop games at natural decision points. In my opinion a a natural stopping point between 10-16 turns would make sense, amybe this is after a unit build instead of a tech this time or maybe it is after scouting is done.
Lord Civius Apr 25, 2008, 01:36 PM Yes, major events should always halt gameplay. Although I like the idea of using tech gains as a turnplay stop. It gives us time to discuss trade options and what tech we should research next. While it is good to have a research path it should be evaluated after each tech as circumstances sometimes change.
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