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[SPOILER] And now for something completely different: DaveV is Hannah

(March 27th, 2018, 10:21)DaveV Wrote: A very interesting group. Aurorarcher (Exp/Rai/Ing) will be extremely dangerous early; I hope he's far away from me. Mr. Cairo (Phi/Exp/Ada) has the very solid Centaurs and super Kurio cities; I hope he gets sucked into the builder trap. superjm (Spi/Cre/Ada) is playing one of the other civs I considered; I hope he's not left alone to roll out a bunch of super priests.

Man, you called it turn 0 crazyeye
I knew pretty early on that all three of us would have to gang up on you to prevent you from winning, but there was always one more thing I wanted to get done before I joined in. In retrospect, the time to do it would have been back after I got AV, if I had gone right then and there to Priesthood and Ritualists, I might have stood more of a chance.
I was especially vulnerable to your WS + Cultists however, since I really had no choice but to put my cities on the coast.

the thing I wanted to do with the last turn was just to see if my fleet I had built up could hold you off, and I did manage to kill that stack of Drown+Cultist next to the city.
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(July 6th, 2018, 19:36)DaveV Wrote: I can't figure out any way to see another player's war weariness; I guess the only way would be logging every combat and doing the computation yourself, and I like to let the computer do that sort of grunt work.

Very good play and informative report too. A pity the combat part is not as detail as the building part.

I have one question though. I saw that you placed your cites mostly two tiles apart. What is the reason behind this?
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(February 10th, 2020, 22:22)swapoer Wrote: Very good play and informative report too. A pity the combat part is not as detail as the building part.

I have one question though. I saw that you placed your cites mostly two tiles apart. What is the reason behind this?

I just saw this post. Thanks for the compliment; I'll address the criticism first: war turns are very time consuming, and my reporting suffers as a consequence. It's easier to report the early turns, when the game is new and exciting.

As for the city spacing, these games rarely last long enough for cities to grow to a large size. Close spacing allows all the good tiles to be worked, and potentially swapped when cities are emphasizing growth, production, or commerce. Close spacing also allows for better zone defense, and more cities = more build queues.
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