May 29th, 2020, 10:11
(This post was last modified: May 29th, 2020, 10:12 by Papa Bear.)
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And do not forget the Horses east of naufragar's capital...
Especially in a game like this, it is not uncommon to have several players who do not have extensive PB experience. Those usually point out early in their stories whether they write them purely to entertain others or whether they hope for advice from experienced lurkers. And if they specifically request advice on specific things that can be answered without "spoilering" info from other stories, it is not considered to be a problem by anyone, that is correct.
I do also read Ziankali's Story, but I hope I haven't "spoilered" anything either way. Civ MP has always been interesting to follow from a purely psychological perspective and having such a game "spiced up" by being joined by players from other Forums makes it even more enjoyable from where I sit...
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Long time, no chat lurkers, but I need your help.
In two or three turns, aspi's city expands:
Once upon a time, I knew how culture worked. I have more culture in the Clams tile, but will I lose it when TLAFTW's borders pop? I can't imagine I would, but I wanted to ask before I gave aspi a free improvement.
I play after nane, so I assume he moves this worker.
Am I allowed to antagonize both of my Eastern neighbors who have luxury resource trades with each other?  Speaking of luxuries, nane and Holland both have two ancient era luxuries nearby, hence the trade. I'm feeling my terrible tech rate. It's baaaaaaaaad.
There is no way to peace. Peace is the way.
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I think that clam is on your both second ring and you poped your second for some time so you will be safe for a while.But better watch the culture batle.
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Thanks. Both my northern and southern neighbors are Spiritual too, so I wonder if we'll end up running Artists to annoy each other...
There is no way to peace. Peace is the way.
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This game is anxiety upon anxiety for me:
I am racing Nane to the pig spot. I should have killed his northern axe when I had the chance but I was a softie. Now he can fortify on the hill before me. I made a mistake with the tundra: I forgot that tundra takes longer to improve so my road was delayed. Now instead of whipping an axe next turn, I'm 4 turns delayed. I can put my settler on the hill on turn 86 at the absolute earliest and found on turn 87. I don't know if that's fast enough and I'm kicking myself that I don't have the axes finished to fight nane off just yet. It's nerve-wracking.
Holland (grey player to my east) and Ziankali are also power spiking, but I can't worry about them right now.
There is no way to peace. Peace is the way.
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Two rounds to go:
So many things can go wrong. Nane can show up with a settler. He can show up with a third axe. He can move his axe to the hill and declare war so that I have to kill it before I can found the city.
I screwed up roading the tundra between my two eastern cities (Roads on tundra take 3 turns.  ) which delayed the settler and meant I couldn't whip an axe in time. That might have cost me the pigs spot. If Nane flinches and founds on the silver tile, I think I can live with founding 7 of the pigs. For what it's worth, nane hasn't reported in another PB on Civforum, but that means little when people could have been playing without reporting for years.
There is no way to peace. Peace is the way.
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(June 16th, 2020, 08:02)naufragar Wrote: For what it's worth, nane hasn't reported in another PB on Civforum, but that means little when people could have been playing without reporting for years.
This was a stupid thing to say. I've been slowly reading some of the PB73 threads and nane was there all the way back then commenting on those. He'll know what he's doing.
There is no way to peace. Peace is the way.
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(June 16th, 2020, 08:02)naufragar Wrote: Two rounds to go:

So many things can go wrong. Nane can show up with a settler. He can show up with a third axe. He can move his axe to the hill and declare war so that I have to kill it before I can found the city.
I screwed up roading the tundra between my two eastern cities (Roads on tundra take 3 turns. ) which delayed the settler and meant I couldn't whip an axe in time. That might have cost me the pigs spot. If Nane flinches and founds on the silver tile, I think I can live with founding 7 of the pigs. For what it's worth, nane hasn't reported in another PB on Civforum, but that means little when people could have been playing without reporting for years.
is that an unescorted worker of his next to your warrior? Also, how many axes do you have around? I see just one, 2 warriors, and the spear.
Btw if you're not aware: it seems that if you both have settlers around on the turn of founding, it's not decided by turn order, you have to request a coin flip from the ref to decide who's allowed to settle. I'm not quite sure how it works, but I'm sure LotC would happily explain it to you.
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(June 16th, 2020, 15:52)Miguelito Wrote: is that an unescorted worker of his next to your warrior? Also, how many axes do you have around? I see just one, 2 warriors, and the spear.
Btw if you're not aware: it seems that if you both have settlers around on the turn of founding, it's not decided by turn order, you have to request a coin flip from the ref to decide who's allowed to settle. I'm not quite sure how it works, but I'm sure LotC would happily explain it to you.
That's the second time I've had a worker next to an undefended worker of nane's, but he moved it back last time. That worker is trying to road out to the plains hill. I don't know how close nane is, but the fact that he is already building his road instead of making tile improvements makes me think his settler is imminent.
I have two axes about three turns behind my settler and I can whip an axe from Tlaxcala next turn, if memory serves. (This is why the tundra mistake kills me. I could have whipped that axe last turn if I put another worker on road duty.) If I have to actually fight nane, we will enter the nerve-wracking world of ancient era combat where people who miss their 80% shots die horrible deaths. Let's hope it doesn't come to that.
I did check the peace time turn split rules. For my own sanity, I'll keep to the second half of the turn split. If that loses me the city spot, then so be it.
There is no way to peace. Peace is the way.
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There IS no peace time turn split. Those only happen in war. If you wish to declare war, make sure that you don't double move on the turn of your DOW. If you want to take second turns, that shouldn't be a problem, you might just have to wait for your opponent to go first (possibly requiring you to stay up late to declare that turn, if he moves late).
If it's possible somebody else could be founding on the same turn you can, it would be wise to send a PN/e-mail to Lord of the Civ and request a coinflip. Coinflips are the civforum.de way timing conflicts during peace are handled w/o the need for a turn split. They also apply to cases of "who gets to raze barbtown first", "who gets to take mutual war enemy's last city", and "who gets the barb hut".
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