Nicolae Carpathia Wrote:Question: is the culture bug still around?
http://fastmoves.wordpress.com/2009/12/1...lture-bug/
Yes.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
Speaker's super top secret thread for the purposes of world domination; Neener Neener
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Nicolae Carpathia Wrote:Question: is the culture bug still around? Yes. Lord Parkin Wrote:Hmm, a shame that things like that are still in the game. Oh well. Are this exploit and similar ones something we consider fair game for RB multiplayer games btw? I could see it either way.
Guys, please take the rules lawyering and random discussion out of our thread, thanks.
"There is no wealth like knowledge. No poverty like ignorance." SevenSpirits Wrote:I played a bit of a single player Renaissance start yesterday, not even a team game, and it seemed pretty different from ancient to me. I had to think carefully about what to build in each city, which civics to be in, whether to chop or improve or road, etc. I certainly wouldn't feel comfortable just opening up someone else's game and playing a turn without knowing their plan, and conversely I also wouldn't have a plan ready - I'd be kind of making it up as I went along. Now, I'm guessing that medieval is simpler than rennaissance since there's no bureau or culture-building tricks to start with, and also I suspect the other players in this game have a bit more experience with medieval starts than I did with the one yesterday, but I still don't find it surprising that they wouldn't just have one person who happens to be on play all the turns in 5 minutes. Well of course there's a wide gap between 5 minutes and 18 hours, but I made the claim so I guess I don't want to back down too easily. The only thing I'll add other than what you said (Medi is more like Anc than Ren) is that some of the legitimate things you pointed out like civics, what worker actions to do, what to build, are all again not things you're deciding on t3-t4. You make those calls on t1 and then you just let the worker keep farming or you wait 5t to switch civics again or wait for that work boat to complete or whatever. My impression from speaker's original remark was that he totally understood the first turn needing some time to play but he wondered why like the last turn would need much at all.
Our turn came up in the afternoon, so I went ahead and played for all three of us. We won't be able to do that too much longer though, as the turns will very soon start ramping up in complexity. This is the stuff happening next turn (T88):
- I finish a Fast Worker - Speaker finishes his Worker - sunrise gets to whip a work boat in York, his second city (not the capital!) Then the turn after that (T89) sunrise swaps to Caste System and starts running some Artists for us, with a Great Artist ETA date of T94. Yes, things happen pretty fast on Quick speed! We are going to have to swap off of Music pretty soon, to avoid wasting beakers from the planned Great Artist lightbulb. The tech costs 1060 beakers, and we get 670 from the Artist, so anything over 390 will be wasted. We were at about 240 beakers after this turn... and that will ramp up quickly as more workers/cities/improved tiles go up. Starting with a granary in every city does wonders to speed up the growth curve in Medieval. Not too much else going on. scooter/dazedroyalty is mirroring sunrise so far in the score column. Princess Luna was logged into the game for 7 hours yesterday (!?!) and finally planted a second city at the end of the turn. I'll be very curious to read what was going on in the early game for that team when this has all wrapped up. No contact with other teams so far! Then it gets interesting.
We played our turn last night, then Hurricane Irene played us. Damage is pretty bad in my neighborhood; a large tree fell next door and took out both the power lines and my neighbor's car, completely totalling it. We also had an electrical fire when the power lines came down, although the drenching rain put it out before any damage could be done. So things are pretty much up in the air here right now. I have no idea when power will be back on for me, or what things look like for everyone else. I know that sunrise's area was hit pretty hard, Speaker's area a little less so.
I will post some pictures from the Pitboss turn when I'm not running my laptop off battery power.
Stay safe over there, Sullla! I am pretty sure Sunrise's power is out because I think the game is down.
"There is no wealth like knowledge. No poverty like ignorance."
Here are some pictures from the past two turns:
This is an overview of what we've explored so far. We're still trying to defog the land in between our civs, which should be the safe backlines later on in the game. Lots of jungle to the north, lots of lakes and hills/peaks everywhere. There are probably other teams to the north on the other side of that jungle, but no one will be passing through there for a while. Every team will get a free religion, and we happened to get Buddhism in my second city of Tibbers. That's a pretty good location: it already popped the borders to second ring from free culture, and Tibbers will hit the 50 culture level in about 8 more turns, granting defensive protection and lots of vision on incoming units. Tibbers also should have enough production to build missionaries for Speaker and sunrise later on. We ran into a scout from Team 3 this turn - or actually, they ran into us on their move last turn: Amusingly enough, if we hold our scout on this tile, that Roman scout cannot pass through because of our war situation. We figured we would sit here for a turn or two and see what they decided to do in response. After ending turn, sunrise's cities grew to size 4 (capital) and size 2 (second city). The capital will produce a Great Artist on T94, five more turns. Hopefully we will be first to the tech... Speaker and I still haven't had any growth yet, since we went for workers first in each of our two cities. (sunrise did not go worker first because all his food was tied up in seafood resources, hence work boat first in both cities.) We each have 2 workers out at present, and have nearly completed another worker in the second city. I'm actually curious as to what Team 3 is doing, since Shoot the Moon and WarriorKnight have been growing their cities to size 2 and then whipping them. Are those for work boats? Workers? Units? No idea. I'm pretty sure that worker first is the strongest build in most situations, but they might have seized on a better plan. I'll be interested to see what it was later. FYI, I put up this short video on YouTube explaining my hurricane situation. |