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[SPOILERS] naufragar, Charriu, and Zalson's Threepenny Opera

Oh boy looks like dye paradise. By the way do you have a naming scheme for your cities?
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Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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(November 9th, 2018, 19:52)Grotsnot Wrote: Is it just me or does your island look kinda like a pistol? The map is telling you to shoot whoever is to the south hammer

Now that you mention it, I can't unsee the original Xcom's plasma rifle. Sounds like a plan.  hammer Although in all likelihood, I'll look into the viability of going overseas before crossing the desert. We'll see.

Charriu Wrote:By the way do you have a naming scheme for your cities?

What? Naming the capitol "The City" wasn't inventive enough?  lol (Fun fact, this could be an etymology for Istanbul)

I didn't have theme when I played turn one, so I hastily picked another old video game, this time the Thief series, to draw names from, continuing the kind of scheme I used in 38. I'm not quite sure there will be enough names.  scared

Nothing interesting happened in game. Scout's trying to make it home to heal. In lieu of pictures, have some intel from our Cloak and Dagger department.

The biggest takeaways are Cairo teching Mysticism (I think. Religion play?). And Commodore/Pindicator building a Holkan! Additionally, everyone is coastal (or, I should say, has water adjacent to cap. I assume coast). Everyone but Gavagai and BGN are at size 3.

In the spoilers I've copied my notepad scribbles.
Turn 19->20
Commodore: 46-57 (11 pts. All land. 8 tiles.)
Cairo:  46-62 (16 pts) (Entirely landlocked capitol plus pop growth? [No. Teched fishing.] 7 land tiles plus tech? [Unlikely. Teched Hunting on turn 16. Unless Mysticism? Probably too expensive. Better guess: Archery.])
Donovan Zoi: 46-57 (11pts. All land)
BGN: 40-51 (11 pts. All land.)
Rusten: 40-53 (13 pts. 7 land tiles plus pop growth? Currently teching BW?)
Gavagai: 40-50 (10 pts. 7 land tiles?)
Superdeath: 40-54 (14 pts. 8 land tiles plus pop? Teching BW?)

Turn 20-21:
Commodore: 57-60 (Pop Growth)
Cairo: 62-65 (Pop Growth)
Donovan Zoi: 57-60 (Growth)
BGN: 51-51
Rusten: 53-53
Gavagai: 50-50
Superdeath: 54-54

Turn 2:
Rival land average: 16571
7571*7=52,997=~53,000
Commodore (8) + Cairo (7) + DZ (8) + BGN (8) + Rusten (7) + Gavagai (7) + Superdeath (8)= 53. Checks out.

Turn 19:
Military rival best: 15,000 (Commodore: Mining, Wheel, Hunting, Archery, + pop growth)
Military average: 8714
8714*7=60,998=~61,000

Turn 20:
Military best: 19,000 (Commodore: Mining, Wheel, Hunting, Archery, pop growth, HOLKAN!)
Military Average: 9571
9571*7=66,997=~67
6k point gain. 4k Holkan, 2k warrior? So Cairo teched Myst???

Turn 21:
Military best: 21,000
Military Average: 9857
9857*7=68,999=~69 (One warrior from Commodore? What's going on?)
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Oh, fuck off.


Argh
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Uh that sucks. Maybe if you move your scout 1N you can avoid his death, because you're out of the panther's vision.
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I hid the scout 1NW, but the panther used its panther senses and killed it. frown

On the other hand, we had a forest growth at the cap, so it's a net gain for hammers.  alright
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Incremental goal: kill that panther!
"My ancestors came here on the Magna Carta!"

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(November 12th, 2018, 13:48)Zalson Wrote: Incremental goal: kill that panther!

I'm afraid he's going to despawn and turn into a barb warrior. But then we shall kill the warrior!

Nothing new to report. We're still on book.



What do you guys think about going Sailing before Archery or Animal Husbandry? If the stuff to our west are islands or another continent, we could use the money.

Food for thought: For the past two turns, Pindicore has played last but then not taken a turn immediately after. There's also been lurker thread activity for the first time in a while. Draw your own conclusions about that. (Just for the record, I realize in my C&D notes from whenever, I had Commicator down for a Holkan; obviously I meant Skirmisher.  smoke )
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I think Sailing can wait. If I'm seeing this correctly then there are ocean tiles between the coast tiles NW of you. You would need a city at the coast first and then a border pop. I would advise to go for Pottery->Archery->Sailing after BW.

Pottery gives your workers something to do and the granaries could be build.
Archery will be need for protection against any barbs. It's also very cheap in RtR.
By the time you get Sailing you could have explored the new land with some workboats.

Oh and if this wasn't obvious I would build some workboats in the next turns as scouts down south.
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I call this one Mapmaker's Hate:


The northwest copper location is great. The copper to the east of our cap, however, is on the only tile that reaches the fish out there. Woof.

Charriu, I dig it. I've set research to Pottery. I've marked with a sign the closest possible island. You're right that it's a bit away.

I wonder how much time we'll have to explore with work boats. I'm a huge fan of scouting with them (RIP my beloved PB38 workboat scout that died half the world away), but we'll have to see if we can get them significantly before sailing. I think we'll have our hands full getting to ~4 cities before we start putting hammers into stuff besides workers/settlers/the bare minimum military.
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Well, at least that's a 2 hammer plant?

1st city goes for that clam/bronze, right? That also saves us from having to research archery right away; we will want it when another player comes along but axes and spears should help us beat back the barbs.

Can you post an overview? We can help you dotmap...
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