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(June 22nd, 2016, 12:44)Mardoc Wrote: (June 19th, 2016, 00:06)oledavy Wrote: I see that we've had a number of games now with the RB mod, has any general consensus arisen on how to play the mod yet? Or is it still being figured out? When in doubt, abuse Krill. If he doesn't react, abuse the mapmaker or your dedlurkers .
Krill has been offline since what New Years? And has told me privately he's done with active RB Mod development.
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I do miss the old curmudgeon
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(June 22nd, 2016, 14:40)BRickAstley Wrote: (June 22nd, 2016, 12:44)Mardoc Wrote: (June 19th, 2016, 00:06)oledavy Wrote: I see that we've had a number of games now with the RB mod, has any general consensus arisen on how to play the mod yet? Or is it still being figured out? When in doubt, abuse Krill. If he doesn't react, abuse the mapmaker or your dedlurkers .
Krill has been offline since what New Years? And has told me privately he's done with active RB Mod development. That would make it less likely for him to react, I suppose. ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) Maybe, in his honor, abuse darrell?
IIUC, it's mostly job-related busy-ness, not anything bad. So he'll probably pop back in eventually.
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June 22nd, 2016, 16:57
(This post was last modified: June 22nd, 2016, 16:58 by greenline.)
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the workshop change in RtR would be fine in a vacuum, but what i despise about it is how it makes production the one mostly right choice since you can easily turn production into commerce via build wealth/research. if they reverted building (thing) to vanilla civ (half of base production and no modifiers = commerce output) then i would be cool with it instead having these stupid situations where you can have three cities working cottages and just have a bunch of production cities building wealth and have a great economy
although my opinions should be taken with a salt shaker since i have never played a game with RtR
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Hammers are good.
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And we're (finally) up and running!
Password is sparrowhawk
Settled in place, then spotted some seafood and decided to check it out.
Fishing & Sailing are on the short-term plan list. Creative is going to be pretty nice for getting those whales connected quickly!
I think I'll do a quick run around the capital with the scout, see what is in the immediate area, and then end up roaming southeast. Or does the southeast look likely to be a dead end? If so maybe I should just head south now and then come back up after nosing around a bit. (Ugh, that sounds a lot like what I did for my scouting in 31, and all that ended up with was a dead scout and no idea I was supposed to be settling towards my neighbor to the north.)
Settings:
It's not too late to go religion first
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I think after you run around the north and west sides you should bring your scout south. That's looking most promising to me for a strong second city.
I'm glad the mapmaker put that little peninsula to the east so settling in place doesn't orphan the whales. I'm not sure I would go for that coastal city second though, barring something cool in the fog.
Without seeing what's down there, maybe 3S or 3S1E of your capital for your second city so it can share the corn and sheep.
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Yeah, right now 3S of the capital is looking like a great port city (assuming that isn't a lake). Probably good enough to be city #2 but we'll see what's out there.
Neat thing about being CRE is that we'll get the border pop by turn 3!
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Took a peek in game, and we just have Borsche to go. Also, Elkad is the only one to not settle in place! I'm assuming everyone has similarly strong starts, so why would you move?
With an ORG civ, perhaps he is thinking about heading to the coast for a rush to build Great Lighthouse? That's making a lot of assumptions about how the starts are done...
Or maybe greenline has taken pity on me and seen the injustices wrought upon me by mapmakers past, and has given me a lush start while leaving everyone else in desert and oasis tiles and only Elkad is brave enough to venture out to find something better
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