Poll, how to deal with villages discovered by Cyrus and Xerxes

How should we deal with the two villages?

  • Cyrus enter his village, where Xerxes wait for a settler

    Votes: 0 0.0%
  • Both Cyrus and Xerxes wait for each their settler for the villages

    Votes: 0 0.0%
  • Abstain

    Votes: 0 0.0%

  • Total voters
    7
  • Poll closed .

Provolution

Sage of Quatronia
Joined
Jul 21, 2004
Messages
10,102
Location
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Turn 13

Cyrus found a village 2 turns south of him, Xerxes found a village 2 turns east of him. In fact, we are now facing two villages that may house barbarians (2/3 chance if entered by warriors, 1/3 chance to include maps, gold, technology, conscript warrior or a settler, or guaranteed no barbarians and a prize if a city is built next to it). We can choose to pop both huts, pop one of the huts and build a city next to the other one or build cities to both.

What do you choose?
 
Shouldn't we switch away from the settler before popping the hut(s)? After the villages are entered we can switch back to producing the settler.

Also, if the first village is full of warriors I think we should enter the second village.
 
Well, there is no need, as the settlers are so far away, and our new city is built before potential barbarians even can move. We plan on a dense build here.
We are also chopping forests, so we got no choice.
 
I think donsig meant we should switch away from settler, just when we grab the GH, so that there's a chance we'll pop a settler.

I voted as vbraun did btw.
 
Oh I understamd.switch as in this is a sort of non-defined "exploit".
 
I urge restraint in TEAM TNT, and to vote for only popping with Xerxes, not Cyrus.
If there are barbarians on that Northern hill, our workers and our city may be at risk.
So please vote for the alternative to only pop with Xerxes, not Cyrus.
 
So we have the first ***** in our plan. We decided long ago (in the absence of proper intelligence it now seems) to send out unescorted settlers. We assumed there wouldn't be any barbarians around, remember? Is it time to revise our plan?

We need to pop both those huts ASAP to try to get a goody. If we can't deal with a few barbarians how do we expect to compete with the other teams in this game?

EDIT: So what's with the *****? Did I use a bad word or something? :confused:

I was trying to say we have the first glitch in our plans. (Now if that's the same word I used the first time...)

Anyway, What are we going to do if barbs do come out of that hut near our city? Haven't seen a city screenshot in ages so I'm not sure how many shields we have at risk now.

@regentman: I think Provo is saying RM actually turned off the naming capability. Is that true Provo?

Edit #2: Wish I could remember what word I used that got *****ed....
 
Not wanting to clutter your played turn thread, I'll post this here.

By the rules, you are allowed to rename your units. You just can't rename "warrior" to "swordsman" or something similar. That way, a stack of warriors won't look like a stack of swords. Where exactly did Rik outlaw unit renaming?

The Rules said:
2.4 - Misleading through Renaming

Description: No team or individual is permitted to rename a unit or city with the intent of misleading or confusing opponents.

Definition: Cities can be renamed to names of tech or sums of gold or anything else in an effort to not trade what that opponent agreed to. Units can be renamed to other units and appear to be something else entirely.

Purpose: To prevent the misleading or confusion of another team through malicious use of in-game features.

Verdict: Using this 'feature' or any other feature or exploit that allows misleading or confusing another team is a violation of this rule.

Punishment Level: Once – Red (5-Expulsion and forfeiture of double what was not legally traded)
 
donsig said:
So we have the first ***** in our plan. We decided long ago (in the absence of proper intelligence it now seems) to send out unescorted settlers. We assumed there wouldn't be any barbarians around, remember? Is it time to revise our plan?

We need to pop both those huts ASAP to try to get a goody. If we can't deal with a few barbarians how do we expect to compete with the other teams in this game?

EDIT: So what's with the *****? Did I use a bad word or something? :confused:

I was trying to say we have the first glitch in our plans. (Now if that's the same word I used the first time...)

Anyway, What are we going to do if barbs do come out of that hut near our city? Haven't seen a city screenshot in ages so I'm not sure how many shields we have at risk now.

@regentman: I think Provo is saying RM actually turned off the naming capability. Is that true Provo?

1. I see no problems in letting that hut by Cyrus stand for a few turns, it wont run away, and we can pop it safely with a new city. Sudden expansion as we have, almost like what we saw Iroq did this turn, is needed to not fall behind. All I ask for is restraint in popping that near hut, threatening our open city, workers and our Eastern scout. Xerxes is another story, as it will take ages to build a city there. several veteran players agree with me that we should leave the northern un-popped for a little while - it wont run away.

2. Yes a tried to rename some units, but it wont let me, so I guess Rik turned off the renaming cabability.

Again, against better judgement, I will pop the huts if the majority wants to pop them. Yet, remember some solid players represented a sizable minority and warned against barbarians. So do not blame us for wanting to wait with the Northern hut.

I will also like to mention that it is possible to alter vote.
 
I don't even know that it is possible to switch off the renaming of units. In fact, I know other teams have succesfully (re)named their units.

You did try to rename them before you removed their movement points, I hope ? If you tried after moving them, you cannot activate the unit anymore and the unit has to be active for renaming.

Anyway: you figure it out yourself; other teams have shown that it can be done, so it is not switched off (if that is even possible).
 
Rik, I right clicked the units BEFORE the moves, and the rename option did not come up on the menu. Is it a preference thing?
 
Provolution said:
Rik, I right clicked the units BEFORE the moves, and the rename option did not come up on the menu. Is it a preference thing?

turn on the advanced unit actions and click on the button with the "abc" on it. that allows you to rename units. at least that's how i do it...
 
Thanks Greekguy :) By the way, will you change your vote of Cyrus to bypass that village?
 
ok, change my vote for Xerxes enter his goody hut and have Cyrus wait for a settler.
 
With Greekguys changed vote and Gunners signal to support option #2, TNT forfeits popping Northern village and goes on towards the other side of the river source of River Dyno, finding a suitable spot to place a settler to pop said hut. (City #4).
 
So now we're going to base our city placement on the location of a hut? I thought we already decided where our next two cities were going. :confused:

BTW, I urge team members to think before voting in polls. I also urge our team leadership to think before posting polls. Having a poll to decide an issue is the democratic way of doing things. Changing votes - and urging those who've already voted to change their votes - will make our decision making process more difficult and can lead to bad feelings among team members. Changing votes is a practice we should avoid.
 
I said City 4, not city 2 and 3. No worries.
I also learnt about the village risk statistics for warrior opop ups recently, as I looked into it. As long as we survive and prosper, that is what matters, not idle principles.
 
Provolution said:
I said City 4, not city 2 and 3. No worries.
I also learnt about the village risk statistics for warrior opop ups recently, as I looked into it. As long as we survive and prosper, that is what matters, not idle principles.

Idle principles, eh? Them's fightin' words, them is. We are on the same team Provo. Let's be nice to each other. :)

As I said earlier, if we can't deal with a few barbarians what the heck are we going to do when we meet the other teams? With explorers out there we may run into another civ soon. Will we be prepared?
 
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