K-mod Deity Fun -- Collaboration of SGOTM teams

^ eat a lion, a panther? :lol:

Spoiler :
I know you mean East, sorry :p
 
I did a test game and barb were no problem at all. I think the map type makes barb less dangerous as it is easy to spawnbust andvery few tiles.

But Alexander attacked on turn 49 with 7 archers and defeated me. On turn 65 Tokugawa attacked Saladin.

I think our main problem will be how do we detriment the AI from attacking us while spending all that production on the GLH. What turn do we plan to get the GLH on?
 
Real warriors eat bears :D

Good to know the AI would attack with just archers in this mod.
 
PPP looks good.

I think Archer > Settler > Archer is safer. Then Settler or Lighthouse depending on wether we want a 3rd city before the GLH or not. Or maybe even another Archer? Don't have experience on K-mod but early AI Archer attacks look scary... Maybe we should use Warriors and the fewest possible Archers for the barbs in the south and concentrate our remaining Archers North to repare for incoming AI
 
Well gold city can go *archers (1 every 6 turns) if we are that worried...
Won't the AI show the red fist before attacking?
 
Then Settler or Lighthouse depending on wether we want a 3rd city before the GLH or not.

LH in our capitol can be built in a few turns (maybe 4 with overflow)

If BW is chosen as the next tech (after Masonry), then we'd probably want to whip a settler and a worker into TGLH.

With The Wheel instead (connecting the gold), Beijing can work 6 tiles for maximum 19 hammers (with deficit food) and produce GLH in ~16 turns.
Spoiler :
Why didn't we chose Qin BTW? :p

Probably a heresy but remember without the wheel, city 3 on the north coast will be missing trade route... And whipping without a granary is not supper efficient.
 
We won't have this kind of bad luck please don't worry ;)
Spoiler :
And Kossin's turnset is completed :lol:
 
Yes but:
1. you use food as hammers
2. you get a settler :)

So maybe not quicker (I can't do math) but most surely better :D

(and the mines lack commerce)

edit: forgot to mention the survival aspect of whips :cool:
 
I'm not saying we shouldn't whip, just that 3-pop whipping a city working high :hammers: tiles with no granary might be a loss of production (I think, don't really know how to make these calculations... :lol:). I always see pre-granary whipping as a means to turn unhappy citizens into production or for emergency/earlier production.

Your 2nd point is valid in that case, we get a Settler sooner.
 
Let's do some math:
Spoiler :
1. Beijing at size 5 (almost 6) is putting 36 hammers in a settler in 2 turns.
2. Beijing grows to size 6, putting 14 hammers into GLH
3. Beijing whips the settler, with an overflow of 26+14(remaining settler production @ size 3)=40
54 hammers in 3 turns, almost as good as 3 turns working all hammer tiles (3x19=57)

Regrow time from size 3 to size 6 (no granary): 26/6 + 28/7 + 30/6 ~ 13 turns.
Hammers produced in 13 turns: 8x7 + 5x10 = 56

Sooo, in 17 turns, whipping 2 settlers we get 40+40+56=136 hammers
Chop 2 forests: 40 hammers. Total 176 hammers
Looks rather slow I have to admit :undecide:

After Masonry, TW>Pottery>BW must be the best option.
With the gold online, TW+pottery is maybe 8 turns; BW maybe 7 turns.

But I am (as usual) getting ahead of myself :crazyeye:
 
Thanks for the thoughtful plan, Tachy. I agree with the PPP as written. How many turns do you intend to play? Are we at the point of 10-turn turnsets now?
 
Sorry for my silence, been away for a few days. (and away for a few more, time limited)

The north should be more-or-less safe from barbs as Darius has an Archer in the area (just W of the third warrior) plus our 2 warriors already fogbusting.

The plan is very well presented, :thumbsup: Tachy.
No issues for me.
 
I think we are better of getting the settler first, but I'm a clear minority. Go ahead and play.
 
In my opinion, turns sets should never be longer than 10 turns.

I have had the experience of several Archer stacks attacking my cities on a sequence of Always War games I've been playing for HoF Challenge XIII Game 8, using the BUFFY. So, the AI will attack with archers even on a mildly modded BtS game.

Sun Tzu Wu
 
PPP Turnset #3


UNITS

Warrior 1: Keep the position against possible barb city spawns as we all know the 2-tiles don't work for barb cities.

Warrior 2: Keep the position unless a barb archer stands by him.

SinoWorker: Continue the PH mine. Then, I think, given the lack of work, perhaps use it for temporary southern fogbusting. We know animals aren't there anymore.

Archer (T36): Will head south while being between potential gold city site and capital to be able to intervene if a barb unit decides to show up too early and beeline the capital.

Settler (T39): Will settle Gold city 1W of the gold tile. Minimum maintenance and no point to push into icey lands.

How about this?



CITIES​

Capital: Archer ==> Settler ==> Decide between warrior to fogbust near sugar (risky) or archer (secure play). Nonetheless, our cows are an endangered specie. Those barbs will raep them.

I'd prefer another archer after settler since the gold mine needs a guard as well.

Gold City: Archer while working Gold. We never know what kind of bad luck might happen upon us. I have seen K-mod barbs attempting to gather units to attack all at once. And two archers are the perfect secure play. If the archer is badly wounded, the warrior won't be that efficient. And the other interesting use would be to put the archer on top of the gold mine, for a similar defense bonus and no chance the barb decides to pillage it.

TECHS​

Sailing ==> Masonry

What tile do you want the 4th citizen to work after the settler when you are producing the 2nd archer, and what to produce after the 2nd archer before completing sailing? What tile will the gold city work before the gold is mined? I don't mind that you play to Masonry, but it might be a good stop after sailing as there are some issues to discuss, I don't have a clear idea of the capital micro without looking at the city screen.
 
What tile do you want the 4th citizen to work after the settler when you are producing the 2nd archer, and what to produce after the 2nd archer before completing sailing? What tile will the gold city work before the gold is mined? I don't mind that you play to Masonry, but it might be a good stop after sailing as there are some issues to discuss, I don't have a clear idea of the capital micro without looking at the city screen.

The PH is completed timed with the next growth. I forgot to mention it.

I haven't talked about after the second archer, because I will release another PPP version according the new situation about 10 turns later. Some stuff may change over time.

There is a forested PH that can be taken after the settling of Gold City and the mined PH will be the chosen tile for Gold city while the gold tile is improved and an archer slowly trained in Gold City.
After many experiences, few archers are quite desirable on K-mod because barbs are a pain if they didn't get relatively good odds. Won't attack restlessly at a unit with 2% odd of winning like before outside cities.

The initial format is around 10 turns. I normally stop playing when something big comes around to let know the team how to manage it for the better.
 
Regarding the warrior in the north, I really don't mind to change to a complete and perfect fogbusting. I was just mentioning the risks of a barb city spawning and our possible lack of means to take it without costing too much in military. When I saw that position chosen, I was assuming it was chosen by Kossin out of concern for a barb city.
 
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