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RBP6 Lurker Thread

Boldly Going Nowhere Wrote:My guess is it's going to end up being a one-sided attack. TT defense and let the bodies pile up for the defenders. T3 have a lot of siege and a decent amount of MG so the number of hitters may not be enough to kill the last defender in time, but I'm not certain of the final composition. I think they'll just sit back and die, if they can tie up Lewwyn long enough to hit enter so he doesn't attack out. Win >>> Fun, even for him. jive

I'll put $100 that he attacks out. Trust me, I know Lewwyn.*
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*Except in werewolf games. Then I have no f'n clue.[/SIZE]
I've got some dirt on my shoulder, can you brush it off for me?
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Yeah, I'll be a pessimist and guess that Lewwyn will have the opportunity to win if he just camps in his city, but he'll throw it away with an inadvisable suicide attack.
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There's also the possibility that he attacks out, gets stupid lucky, and wins anyway :P
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Hmm I guess I was wrong. Looking at Speaker's screenshot... there is actually one place where they could have built a canal. Too bad they burned the city.
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If you mean a canal through the city, that wouldn't work because the city isn't next to water. Cities and forts act the same way for movement mechanics.
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Yeah but couldn't they build a fort on both sides of the (old) city location, and move through their to the lake?
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luddite Wrote:Yeah but couldn't they build a fort on both sides of the (old) city location, and move through their to the lake?

Nope, the city only acts as a canal if it is next to water.


More obscure game mechanics!
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Forts are cities and cities are forts. Three forts wouldn't be a canal there, so neither would two forts and a city.
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Speaker Wrote:Not only does Lewwyn's territory still extend to the tile we wanted to plant on (blue dot), but because of the stupid culture bug when a city is captured, I don't immediately get the tiles that are rightfully mine, which now allows Lanewick to be one-moved by Cavalry out of the Alamo. I have no idea what causes this bug to happen (I remember it happening to us in one of the other Pitboss games), but it's really annoying. I have 60% culture in that city.

This isn't actually a bug. What happens is that culture borders are recalculated at turn flip, from TX to TX+1. The reason for this is if it was done after every players individual turn, then in the early game cities that were planted with overlapping fat crosses would screw over the player later in the turn order. The player first in the turn order would get slightly more culture and control the later players tiles, thus a stopping him from working tiles. With culture border recalculated at the end of the turn, each player has an equal chance to work and control the tiles.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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oledavy Wrote:Damn, Team #1 beat us to Physics banghead

We were only 250 beakers short of having it last turn at that. I could have run scientists and research to make sure we got it.

He's going to be even more upset when he sees this is how Sullla beat him to the scientist

You'll get him next time, davy
alright
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