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Dare you enter the Whizzard's Realm? Magic and Mysteries abide.

I did my best to phrase the question in a way that avoided implying "hey, someone really wants the AP, is that ok with you guys," but a certain amount of reminding people that it's a thing that's available is unavoidable.

I'm amused at how this game's leader setup is the SPI and IMP versions of ORG, FIN, and PHI, with no deviation.
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
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Now first big decision - after the seeming unanimous agreement to SIP. Do we go help or grab city with settler 2? I believe that trying to reach a bit and grab some power tiles might be better, but we have no idea what will be in the fog. Also, with our +1 food per city we have better helpers than the others.


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(August 12th, 2016, 20:35)picklepikkl Wrote: I did my best to phrase the question in a way that avoided implying "hey, someone really wants the AP, is that ok with you guys," but a certain amount of reminding people that it's a thing that's available is unavoidable.

I'm amused at how this game's leader setup is the SPI and IMP versions of ORG, FIN, and PHI, with no deviation.


Cheers. It's open for us should we wish now thanks which is what we wanted. And definitely amusing. I think the field agreed org>fin here. I would say I would want fin to produce about 25-33% more commerce than org as it lacks the hammer savings which I can't see without a lot of coast/cottages.
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(August 12th, 2016, 20:38)WarriorKnight Wrote: The snake-pick is complete, excellent. jive

Before we begin though, I would like to clear up a unintentional rule mistake I spotted:

(July 17th, 2016, 23:10)WarriorKnight Wrote: After considering the alternatives, I have decided to ban all aerial bombardment as a solution to plane turn split abuse. Reasons for turning down other alternatives (from least to most viable) are as follows:
  • Bombardment ban only on strategic resources - Solves the most broken aspect of aerial bombardment, but doesn't solve all issues regarding bombardment. Since differences between the 1st and 2nd person in the split should ideally be minimized, this is not viable.
  • Sequential turns - Solves vast majority of all turn split issues, but absolutely kills turn pace with 5+ players without adjusting player order according to play window (and even then, 7 players simultaneous is too much even with that addition). A possibility if down to 3-4 players, but has to be considered on a case-by-case basis.
  • The 1-2-1 turn split - The best compromise that tries to equally balance both turn split issues and turn pace, but complicates the turn split more by adding a third slot. A viable alternative but IMO it is better to avoid a third split to keep the game running as simply and smoothly as possible.
It is true that banning all bombardment nerfs air power, but being enacted before T0 means that everyone is still on the same boat so no unbalance has been caused. First post has been updated to include this rule.

The intention of this rule was to ban bombing of all tile improvements to help ease turn split issues, however by bombing all aerial bombardment I have unintentionally disallowed bombing of cities too. I would like to ensure we are all on the same page before we begin and propose to re-allow city bombardment. Since the snake pick has come and gone though, I need every team to agree with the rule change before it can be done. Therefore, can I get everyone to agree/disagree on this rule change? (RMOG agree)

If, for some reason, someone doesn't want to re-allow city bombardment then it will remain banned. I'm not sure how many people realize that it isn't allowed as the game rules state, so at least we get clarification before we begin.

Apologies for asking this of everyone, but far better to discover this now rather than after the game starts. And I don't think the map is ready yet regardless. (Speaking of which Mardoc, any ETA on the launch date?)

Oh, I had assumed that city bombardments to lower health of units was allowed, while bombing tile improvements was banned. Is that what we should aim for (cause I'm not camping the timer).
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No, that's an air strike to lower health. Bombardment is a separate mission that either lowers city defence or destroys tile improvements.


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Whew, finally back from one of the most messy trips I've ever taken, with 3 delayed flights, 2 missed connections, and a total of 7-8 hours of sleep over the past two and a half days.

Any thoughts about settling the capital 1NW or 1W to pick up the Iron and more riverside cottages? Or does the SIP +1h still outweigh that? Regardless, I think the second city should try to grab, as helper cities without enough tile improvements to share seem a bit suspect.
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(August 13th, 2016, 16:49)El Grillo Wrote: Whew, finally back from one of the most messy trips I've ever taken, with 3 delayed flights, 2 missed connections, and a total of 7-8 hours of sleep over the past two and a half days.

Any thoughts about settling the capital 1NW or 1W to pick up the Iron and more riverside cottages? Or does the SIP +1h still outweigh that? Regardless, I think the second city should try to grab, as helper cities without enough tile improvements to share seem a bit suspect.

1NW is interesting. It is a decent move as it settles the same turn, but more importantly pulls in food first ring and remains on the river. Drawback is loosing the whales, especially as it hamstrings you to settling adjacent to them to net them or forever loose access to them. Although it would get more river too... Ergh. Maybe not as cut as dry as I thought!
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A production city settled 1E of the whales could chain irrigation to the corn, farm some more dry grasslands, and work grass hills and ivory camps, perhaps? It certainly wouldn't be a good site for the 2nd starting settler, though.
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I don't think it will matter, but I'm at a festival and unable to do much with this over the weekend. We will have to have a planning session then


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Ha, same. I'm gonna see Radiohead this weekend. I doubt the game's starting any time soon.
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