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[SPOILERS]Novice, Spacemanmf and Athlete4life10 are HUYANA CAPAC OF CHINA

Let's say we give bright green to Ruff - we could then settle two south of the (eastern) peak island and control the passage north. I think that passage is quite important strategically. Blue dot 1N of the wheat represents the best possible deal we could negotiate with Ruff.

A workable split is maybe bright green to Ruff, scratch yellow dot, and we get a city 4S of the wheat. Unfortunately that city looks foodless, but might be a nice place to chop out a wonder. That's a deal that favors ruff though.

If we were to work out a deal in the west that favours TT we might have to cede blue dot to him.

A city 2S of the incense might also make sense in some of these scenarios.

I was thinking cyan dot as our first city, even if it might end up as a crappy filler eventually. If we think TT will claim blue dot, cyan dot 1W fits better. But then we lose the ability to borrow PA's wheat. Cyan dot can run two scientists from ~T65 and produce a GSci as our third great person. Next we settle white, red, purple and black.
I have to run.
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Got it on turn 24.
I have to run.
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Man you're quick.
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I loaded it up due to curiousity. Good info from ruff, including good news re TT.

We should be equally honest back, although I'm not sure whether we should let on our wonder plans.

Also, our first barb animal encounter. Wolf! I presume you will head SW with Four?
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spacemanmf Wrote:I loaded it up due to curiousity. Good info from ruff, including good news re TT.

We should be equally honest back, although I'm not sure whether we should let on our wonder plans.

Also, our first barb animal encounter. Wolf! I presume you will head SW with Four?

I was planning to fortify Four, actually. You can override that, since I overrode(?) you last turn.

Already moved Seven 1NW and it turns out there's a grassland sheep and a wounded Alibi around.

Here's my planned reply to Ruff:

[Image: Civ4ScreenShot0556.JPG]
I have to run.
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Fortifying is fine.

I think you phrased it right regarding the wonders.

And I like the way we have turned into the National Security Agency... lol

Wow - we get 99.5% odds attacking the wolf across the river. Hopefully we won't take a scratch if the wolf tries to go after Four.
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novice Wrote:we could then settle two south of the (eastern) peak island and control the passage north. I think that passage is quite important strategically.

Looking closer at the map it seems there is only one row of ocean between the two landmasses, so a city on our northern shore should be able to bridge the gap. So the peak might not be that important.
I have to run.
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Yeah I think you're right. And with TT not being our neighbour we can be completely fair and even sharing the borders with ruff and Pegasus.

Actually, in the interests of looking for sea food, how about moving Four 1NE?
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Okay, a proper turn report for T24.

Incoming chat from Ruff:

[Image: Civ4ScreenShot0555.JPG]

and our reply:

[Image: Civ4ScreenShot0556.JPG]

Four encountered a wolf and fortified. Attack odds were 99.5% so would only have yielded 1XP, and we'd risk being wounded and encountering a new animal.

Seven moved 1NW and revealed a grassland sheep, and Ruff's warrior who's also encountered barbs.

[Image: Civ4ScreenShot0560.JPG]

Demographics:

[Image: Civ4ScreenShot0557.JPG]
I have to run.
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OK, you can add in a sheep to your original map. That makes a city on the south coast viable in between red and yellow, potentially.

So, with Seven, we can head NW, NW, W to try to meet Pegasus. Or W, SW, SW to see what's near the pig.
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