Mistfit
Deity
I believe Alerum was going to do the next ten turns yes?
Based on the last order-of-go that Bugsy posted, this is the order as I understand it:Mistfit said:To keep things even I thinks it should go Alerum ---> SK ---> Mistfit
scoutsout said:Yesterday I was asked to shadow the next turnset. I don't recall if there is a turnset that needs shadowing at the moment, or if I am to shadow an upcoming turnset.
Give me an hour or three to unwind after playing a ... "challenging" set of turns this morning in Bede's little Demi-God slugfest, and I'll tend to matters in this thread as needed.
Edit: I just did finish posting the log after those turns...
Well... I didn't mean to sound like I was rippin' on ya. This was my first time shadowing...GJ said:In my defense :
Um... let's make sure that our compasses are pointing the same way here.. S-S-S would take those two swords towards... Persia.. but I think you go the point.My logic with using galleys to ship units to the Zulu front was that they would otherwise have had to go alllllll the way around to the north and back to the south, which would have taken one heck of a lot longer than walking them I believe the S-S-S <snip>
The justification you put in your log was "MP"... and that's a long trip for anybody's galley to Cattaraugus... but I'm "picking nits" here...Part of the reason I built that spear in Cattaraugus was that I thought we would need one there eventually. The town was undefended, and it would only have taken one Persia galley landing for us to have been making faces.
Correct.Danger of fortifying in a jungle is death from malaria. More or less.
I like the "blush" smiley when I screw up.... which brings me to a point, actually, a couple:As for the MWs in Panama: is there a "sheepish grin" smiley? If not, there needs to be one
This is the problem with shadowing as the game matures. All I have to do is muff one move differently from you, and the RNG changes...I can understand the RNG differences - in particular I got mauled by one of the Impi I was attacking in Mpondo. I think it was in Mpondo.
As I've said - this is as much my part as anybody's....I think the mass buildup in Panama was the result of poor planning on all of our (the trainees' ) parts - I don't think any of us really considered pulling the trigger there and fighting a two-front war immediately, which deserves a collective "my bad" - or perhaps an "our bad."
Yes, yes, YESSS!!!! Sorry, but I feel better knowing that you see that now.As for marketplaces: darn right they're powerful, which is why I want more of them They will be especially useful once we get the silks in the Persian lands. One more lux and we'll really be rolling in it. Between that and the extra cash...
Unit moves are tactics, builds are strategy. One beautiful difference between this game an others is that there actually is a subtle difference between the two. They appear similar, but they are not quite the same. If you can make the two compliment each other, then you will be on your way to taking your game to another level.Well, the turns are played, so I can't change much...Scout, thanks for the comments, and I'll try to think more about my tactics (especially builds) in my next 10.
scoutsout said:@Brother Bede: If you're lurking, would you care to lead some discussion on "City Management" at an appropriate time? You really showed me some things in Bede01... you are an excellent City Manager.
If you're happy with the changes, then that is a Good Thing. After all, this is more your game than mine now.alerum68 said:I support the unit build changes... maybe not some of the moves with them, but instead of building marketplaces wholesale like we where, we need to build them when a city requires them, usually around size 7 on Monarch. It's a bit sooner on Emperor level because of the loss of 1 content, but we were building them almost every city.
Your "strategic" thinking is on-point and solid. It's in the "tactics" that I think you guys are limiting your options a little bit. A half-dozen mounted warriors could have been sent to help finish off the Zulu, triggering a GA, and allowing those market builds to complete quickly. Another option: Markets that were close to completion might have been cash-rushed, so that unit builds could be started (and continued) on the ensuing turns. Cities with happiness problems could get a MW or two, until the time comes to strike Persia.As GJ said, another round of unit building was more important at that point... we in the middle of 1 war, and about to start another. The first war was danagerously short of unit support...
Specialized units aside, if I could only share one insight with you guys it would be this: The most powerful thing a player can have is options. The human player's ability to perceive options, and make use of them is the only edge the human has over the AI at all levels. The reason I'm pounding out this note is to try to show some of the options that you guys have that may not be readily apparent....until we're in the modern ages, and learn the concept of special forces
As it stands now, I will be surprised if more than 2 players actually get to fight the Persians, considering the force that is currently assembled in Panama. Somebody is going to have a lot of fun, but I fear the educational value will be diminished.I think we should have large enough stacks to finish off the enemy quickly.
A good point, and you guys do have some settlers that could be used for raze and replace...For the Zulu, the easiest thing would be to raze instead of capturing cities. 3 settlers should allow us to resettle, and i'm sure there are 3 cities that we can skim 3 settlers off of.