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Intersite Game - Turn Discussion Thread

thx NobleHelium - that was exactly what I had in mind. I don't think that you need flying camera to do it. Zoom in low and you should get the info you need.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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NobleHelium Wrote:Ruff probably means the technique in the last set of images here.
Ugh... I thought that had been fixed a long time ago. I know it's technically in-game information, but the idea of being able to determine the land form of (potentially) the entire map like that just turns me off. Though I guess if we have folks willing to scrutinize the terrain that carefully, we may as well use the information.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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We have a new turn, and I thought you might want to see our new borders, which also show some new interesting things:

[Image: ISDG-T5-newland.JPG]

I see no reason to change our earlier scouting plan (3SE next).
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[SIZE="3"]Turn 5 - 3800BC[/SIZE]

Warrior moved according to plan SE.
Together with the capital border pop we reveal a lot of tiles.
A coastline to our west with fish, calendar happiness resource to the Northwest.
[Image: civ4screenshot1227.jpg]

Here the demographics.
[Image: civ4screenshot1228.jpg]

Warrior will go onto the gold hill (SE) next turn.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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The good news:

Silk. A fish. A secure border to our west.

The bad news:

More than 20 new tiles revealed, and only two resources among them. Lots of brown to our east, though I think there is green under the fog. Probably only space for a few cities on our river. Peaks and the coast in awkward positions to our south.

The possible news:

Doesn't unforested plains tiles carry a great percentage chance of horses?

Verdict:

I think I see a great need in equipping our workers with iron axes.
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kjn Wrote:Doesn't unforested plains tiles carry a great percentage chance of horses?
There is no percentage chance on a map that is hand-drawn.
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T-hawk Wrote:There is no percentage chance on a map that is hand-drawn.

My impression was that Plako used a map script, and then normalized our starts. But I just checked the map generating stuff to the best of my ability, and it seems all resources just have a boolean for appearance on a given terrain type.

Oh well, at least our warrior will reveal ten or more tiles next turn.
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riverside mountain! I'm not sure i've ever seen that before.
Please don't go. The drones need you. They look up to you.
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novice Wrote:Btw, did we ever use the goto command to figure out the exact map dimensions?

Ok, I got the flying camera enabled, managed to find how Seven did it in PBEM 23, and got a headache in the bargain.

I managed to get the numbers 42/43 going east-west, and 26/27 going north-south. So we're wrapping in both directions. That gives a map of 84x52 if I understand Seven correctly. 4368 tiles total, of which 2868 (66%) is land.

If we continue with the assumption that we are placed in a 3x3 grid, probably with the middle line staggered compared to the other two lines, like this:

Code:
_*_*_*_
*_*_*__
_*_*_*_

Then I get it to circa 13 tiles between the rows, and 21 between the lines (divide values by 4, since we must account for the wrap between civ 1 and 3 in each row/line).
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kjn Wrote:I managed to get the numbers 42/43 going east-west, and 26/27 going north-south. So we're wrapping in both directions. That gives a map of 84x52 if I understand Seven correctly.

Sounds right, and now that you say those numbers I remember Plako told us it was that size. lol
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