November 19th, 2012, 11:05
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(November 19th, 2012, 10:23)Bigger Wrote: well we attacked first. we have no movements. so i'd say first. im gonna screw with the micro and then end turn.
im thinking maybe worker - warrior - settler?
ok, the best I could come up with - completing worker, working settler when chops come in and growing when they don't, is warrior completed EOT 35, settler EOT 36 (this involves 4 chops total and 1 wasted worker movement where i have 2 workers move onto the same forest, one a turn after the other). We grow to level 3 on turn 34, I believe. thats not too bad, and much better than switching to warrior now.
im going to end turn still building the worker. if serdoa accepts peace and retreats, we might even be able to use the scout as a sentry and complete settler w/o worrying about warrior. And like you said we can pump out a warrior in 3 turns if we see azza approaching or barbs.
Please don't go. The drones need you. They look up to you.
November 19th, 2012, 11:15
(This post was last modified: November 19th, 2012, 11:17 by Bigger.)
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ok serdoa accepted peace. I went ahead and played our turn, we have 10 turns at least until serdoa can enter our borders.
lots of green and not much else for city #2. well, several farmable tiles (including 1N of the oasis, and the spice tiles pre-calender). It does look like it will be safe to plant without a garrison, though. hopefully we can stick to our micro and pump our several warriors in our capital once its done.
There is now a level 4 city and at least 5 level 3's (serdoa's city isn't on the list). despite this, top crop yield is only 16 (ours is 16 now that the rice farm completed).
we gave serdoa's scout a promotion opportunity
Please don't go. The drones need you. They look up to you.
November 19th, 2012, 12:22
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(November 19th, 2012, 10:54)Serdoa Wrote: Quote:Catwalk Wrote:
How are double moves handled?
pindicator Wrote:
It's simple: don't double move
And if you do, the game will punish you! 
(Disclaimer: I don't want to harm anyones feelings, it was just too funny when I logged in) Oh dear... We did wait for the second half of the turn to attack, but it technically is a double move. RNG saved some blushes I think.
Kudos due to Krill and Cyneheard on the brilliant new anti-double move mechanic they've put in RBmod though!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 19th, 2012, 16:34
(This post was last modified: November 19th, 2012, 16:34 by Krill.)
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I didn't invent Karma. Wish I did though.
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
November 19th, 2012, 18:15
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yeah Im a little confused by that comment. I didn't think i double moved, I wasn't paying enough attention I guess. my bad.
Please don't go. The drones need you. They look up to you.
November 19th, 2012, 18:21
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(November 19th, 2012, 01:47)Old Harry Wrote: Does it mean you get +200% hammers building it if you are SPI? Still seems pointless for a SPI civ to build though...
Yes I think that's what it means. It can make sense for a SPI civ to build because it lets you switch civics every turn instead of every 5 turns
November 19th, 2012, 18:24
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(November 19th, 2012, 18:21)regoarrarr Wrote: (November 19th, 2012, 01:47)Old Harry Wrote: Does it mean you get +200% hammers building it if you are SPI? Still seems pointless for a SPI civ to build though...
Yes I think that's what it means. It can make sense for a SPI civ to build because it lets you switch civics every turn instead of every 5 turns
sure. but whats the point of a non-SPI civ in building it? its just another thing that makes SPI super strong in this mod
Please don't go. The drones need you. They look up to you.
November 20th, 2012, 00:26
(This post was last modified: November 20th, 2012, 00:29 by Bigger.)
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forest just south of the scout will make a decent city. wet corn, oasis, 2 hills for production and 2 lighthouseable lake tiles.
racing serdoa for huts now, heh. im playing first to avoid future double moves  . we're 1 move ahead now, he'll be one ahead after his turn. he's injured though, maybe an animal will eat him  . I plan to move SE, S next turn to end on the hill. we'll have to leave that one plains tile fogged for now.
this also encourages him to leave our capital. I think we are safe to stick to our original sim now and pump out military once the settler is complete (and also grow). thoughts?
btw, I asked Serdoa to remove that post in the tech thread and he did so. I didn't want to give azza any clues that there's another civ north of him, since we don't know how much he has scouted. (He can probably figure it out by checking serdoa's EP distribution, but no need to give him extra hints).
Please don't go. The drones need you. They look up to you.
November 20th, 2012, 01:41
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It halves your time in anarchy.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 20th, 2012, 02:20
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(November 20th, 2012, 01:41)Qgqqqqq Wrote: It halves your time in anarchy.
I'm assuming half of one is still one, right?
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