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I could play, though it would literally be the first time ever logging into a multiplayer game. Teddy might be better.
I live in Australia, so my timezone is pretty much directly opposite to you guys, so that gives us some flexibility with that kind of thing I suppose, if needed.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
August 26th, 2013, 18:55
(This post was last modified: August 26th, 2013, 18:58 by DMOC.)
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I PM-ed you the password, just in case you need to play the turns.
Here's a quick guide on how to join, by one of our opponents in this game: http://forums.civfanatics.com/showthread.php?t=300822 (the original post and post 17 are both useful). There is no password to connect, i.e. just put down Caledorn's IP, but we do need the password once we pick the leader.
Note that for 3.19 we don't need the CD, and I don't have the CD at all when I'm playing this game.
August 26th, 2013, 19:12
(This post was last modified: August 26th, 2013, 19:13 by Dhalphir.)
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I own Civ IV on Steam, so no worries there. Haven't gamed with a CD in years.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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Boy our team is getting to be one big happy family.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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@team
If we decide to road tile 7 of the Pigs for city#2 route, we may think about move scout in that area by T17 to be safe from animal 2movers.
We could road another tile, in our culture. But 7 of the Pigs is a better for roading network long term, imo.
Total land tiles on this map is 2132-2166, if I'm not mistaken. Normal Large map is 64*104=6656 tiles total.
About NAPs, we don't want to be disturbed by single warrior on our borders. Even scout could be a problem. Early short NAPs could help us, if you believe another team will keep their word on it.
Regardless of NAP or no NAP, we should think about covering our worker(s) and not lead our neighbour into temptation in certain situations.
Most likely, I'll be able to play T6-T8, but its good that Dhalphir can play it as well.
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Hopefully we can get the majority of the area 7-8 tiles around our capital unfogged asap so that we can start to plan a dotmap.
I really hope we can meet another civ before we found Pig Stealer, because it may turn out that we need to change the location to be more or less aggressive with settling.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
August 26th, 2013, 21:15
(This post was last modified: August 26th, 2013, 21:15 by Dhalphir.)
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So is Pig Thief City going on pink dot here? It's the only location I could find that shares only three extra tiles along with the pigs, unless we want to settle on the hill to the NE, but that wastes a forest.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
August 26th, 2013, 22:10
(This post was last modified: August 26th, 2013, 22:11 by DMOC.)
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(August 26th, 2013, 19:13)Dhalphir Wrote: Boy our team is getting to be one big happy family.
 I'm enjoying it so far, and hopefully it will last until the end of the game.
(August 26th, 2013, 19:59)TeddyKGB Wrote: @team
If we decide to road tile 7 of the Pigs for city#2 route, we may think about move scout in that area by T17 to be safe from animal 2movers.
We could road another tile, in our culture. But 7 of the Pigs is a better for roading network long term, imo.
Total land tiles on this map is 2132-2166, if I'm not mistaken. Normal Large map is 64*104=6656 tiles total.
About NAPs, we don't want to be disturbed by single warrior on our borders. Even scout could be a problem. Early short NAPs could help us, if you believe another team will keep their word on it.
Regardless of NAP or no NAP, we should think about covering our worker(s) and not lead our neighbour into temptation in certain situations.
Most likely, I'll be able to play T6-T8, but its good that Dhalphir can play it as well.
Yeah, 7 of the pigs seems like a good tile to road. The good new is that after the worker finishes the deer, he can take 2 turns moving to the forest, then spend 2 turns roading, and then after that AH will be in and it can start the pigs without delay. The previous plan dictated that the 4 turns would be spent moving to the grass hill, roading, then pre-roading the pigs.
Where did you find the stats about a normal large map? Keep in mind that there are a variety of map scripts that can be used, which would affect land area.
We can get our scout on the hill 7-8-8 of the pigs, and that'll be enough to let us know if the worker will be safe. All this needs to be carefully planned, though.
Thanks for the notice about being able to play. Both of you know the plan anyway so it's not a big deal.
(August 26th, 2013, 20:47)Dhalphir Wrote: Hopefully we can get the majority of the area 7-8 tiles around our capital unfogged asap so that we can start to plan a dotmap.
I really hope we can meet another civ before we found Pig Stealer, because it may turn out that we need to change the location to be more or less aggressive with settling.
I'm not seeing the benefit of meeting a civilization before settling the second city, unless we're talking about diplomacy. There's literally no way we could be less aggressive with this city -- it's likely going to be the minimum 3 tiles away from our capital. And putting the second city far away from the capital has so many detrimental effects that it should be avoided under almost all circumstances.
PS: The second city should be named "MIT" if we're going along with the universities naming theme, but we can give it the Pig Stealer nickname now.
(August 26th, 2013, 21:15)Dhalphir Wrote: So is Pig Thief City going on pink dot here? It's the only location I could find that shares only three extra tiles along with the pigs, unless we want to settle on the hill to the NE, but that wastes a forest.
I'm thinking either that or the plains hill. We need to explore more. The plains hill production bonus for the city center (and the freshwater bonus) could be important for us.
August 26th, 2013, 22:23
(This post was last modified: August 26th, 2013, 22:27 by TeddyKGB.)
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Settling on the dot has some pluses. Most important, it allow us start pasture on cows right away.
Small minus is there is possible copper/iron on that tile.
Tile 1S will get maximum overlap to share pigs, 3 mine and 2 cottages with capital.
It also start with -1gpt and even 1 commerce could lead us to 1 turn faster BW or Pottery.
Tile on PH will start with 2hpt in city center and has maximum tiles of BFC in the fog sa far, so it has better chance to grab another resource in BFC.
It could share 1 mine and 2 cottages with capital, beside Pigs.
We need more scouting of the area before maiking final decision, its possible we decide to go for completely different spot.
As for now, I'm leaning toward PH for city#2, but we'll see after few more turns.
Crosspost.
August 26th, 2013, 22:44
(This post was last modified: August 26th, 2013, 23:00 by TeddyKGB.)
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@DMOC
Yes, we are pretty tight on worker turns now, if we want plant city#2 on T33 on PH or pinkdot (really, pinkdot?). We can't road 1W of the deer on T16-17 and be on schedule. EDIT: actually, we can if plant city#2 on the dot.
MIT is better, imo. Besides we choose out theme already, we dont want to give extra info about our cities through diplo. It's not a big deal, but I suggest we avoid city names based on resouces available for them or giving away their role in the empire.
For total tiles on Large map, I was using some old printed info. It could be outdated tho, and even if its not - mapmaker could change size of the map. 6656 is just a base number.
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