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[Spoilers] Bacchus debuts on RB showing unmatched vision and slick dice-rolling

Interesting--does it reroll the tech or the award? If the former, what if you have all the pop-able techs?
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It re-rolls the tech, and it only does a limited number of re-rolls, 6 AFAIK, after which you just get nothing.
DL: PB12 | Playing: PB13
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As planned, our scout hooked around to return anti-clockwise uncovering the next layer of darkness. Good thing too, as:
[Image: ihJDP08YNi2TJ.PNG]

Well hello, Mr. Protective/Philosophical of Khmer. retep was is currently playing in PB11, I think he is a new player, but there is something to read up upon. He seems a smart and knowledgeable guy. Mining/Hunting is pretty good in RBmod and Pro gets granaries, but Phi is still very slow and he will have no source of culture. So we don't have to fear early expansion, right? Oh, look:
[Image: iuvVMo4rWOWji.PNG]

Another race to settle the floods? Didn't we have this in PB12? At least whatever he grabbed from the hut wasn't Bronze Working and the approach of our scout helps, hopefully he will go off east and try to find us. We are slightly ahead of him when scouting west, so I doubt he will follow in our steps. Also, he settled on T2, so hopefully between exp, a plains hill and a turn lead we can settle first. If we find Bronze, a possibility would be not to settle, but to build an army and capture. This is an 18 player game, so conquest will have to happen whatever.
DL: PB12 | Playing: PB13
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Battery gave out before I could end the turn and the report. If somebody logs in, checks the demos for posting here: and presses enter, I would much appreciate it.

DM completed the work boat, and started on he scout. This turn whilst the WB sails we will work a flat grass hill for 2 food and 3 hammers, then work the clam for 4 turns (20f, 10h). On T12 our size two capital will start working a PFH, completing the scout with 3 overflow, the overflow will go into the worker, getting a 1 hammer boost from Exp. We will then complete a worker in 7 turns, with 56 natural yield and 4 overflow.

Worker (Isaac) wil strart farming the wet grass wheat on T20, and in these 4 turns we will get 28 hammers into a settler. Isaac will then move to chop the flat grass forest, in these 5 turns (last turn farming, move, chop x 3) we will get 50 more hammers, with the chop the Settler will come to 98 and complete on turn 30 with 8 overflow. The overflow we will take into a worker, where it will benefit from the +35% bonus, so that we can complete the worker (Arthur) in just 4 turns (21 on first turn, then 10 on the next three, no exp bonus sadly).

Whilst Arthur gets trained up, Isaac will move and mine the grass hill shared by the two cities, then chop a worker (Robert) in the Forever Machine. That's provided we don't pop copper somewhere, of course.

Scout movement is fairly obvious -- we go to the plains hill to see if we can defog his ridiculously river-endowed capital.
DL: PB12 | Playing: PB13
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Demos updated, turn ended--another note is that there's a lion south of our capital. I'll play the next turn as well if the turn rolls before I go to bed--thanks for the detailed micro notes smile

Edit: Unless you get to the turn before I can of course tongue Any reason why you didn't end turn besides lack of pictures/demo collection?
As a preview to lurkers, we can already see retep's capital smile
(on a hill, before anyone gets any ideas--though I didn't see anyone in there wink )
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After getting back home off a flight yesterday, I tried going to sleep, but for a number of reasons was beset by anxiety on various issues. Amusingly one of them was whether my inane instructions to work a "flat grass hill" were somehow understood through the magic of human comprehension. So after unsuccessfully lying in bed for about an hour, I broke down, logged in to check and was pacified smile Also, the turn rolled by then, so I couldn't stop myself from prying into the Khmer capital, which I saw was on the hill from the fog. Alas, he got a border pop this turn, which forbade us from going onto the best plains hill for view.

I did take demos, but as I was about to post them, my provider reminded me that I have not refilled credit whilst on vacation, and I switched off. There has been no change in power, so all the techs popped this turn by Ottomans, India, Maya and Babylon were Fishing.

I am very puzzled by the Inca tech, though. Spi/Exp of Inca researched something in 5 turns — how is that even possible? The only explanation I can come up with is that he popped a tech from a hut, which was grabbed via cultural borders expansion, which then billed the tech to the same timestamp as the turn rolling in civstats, but I would love to hear alternative explanations.
DL: PB12 | Playing: PB13
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This is pure spam, but we've recently been discussing interest rate approximations for Civ4 with Gavagai, and if you are interested in fascinating stuff like that, suttree's PB11 thread has some good thoughts on the topic.
DL: PB12 | Playing: PB13
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*poke* you're last to play but you both logged in, did you forget to end turn?
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I wanted to take pictures of the Khmer cap before playing, I will end the turn in an hour or less.
DL: PB12 | Playing: PB13
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The much awaited Khmer capital:
[Image: iCI9djj550hsE.PNG]

Yuck. And he can plant another awesome city 1E of our scout. He starts with Mining, Hunting which lets him get the river cow (7 yield!), an extra hammer and a bunch of forests, so this would be a great start for a Sullaesque worker opening with multiple chops into the settler. BW - start second worker - finish pasture - chop-chop-chop gives: a worker on T12, pasture completes on T15, chop into worker completes T19 (75/60), T23 sees 2 chops into the settler (79/100) and the settler completes on T26. If he goes down this line, our only salvation is that will settle nearby and won't really spoil our own dotmap. Talking of dotmap:
[Image: iIAGQC6xGESKe.PNG]

Ah, if only Commodore was on this team, this beautiful, enormous river just begs for an illustrated story. Note the source to the east. Supposedly the mouth is to the north. Now, here is the catch: I expect retep to move his scout 1SW, 1S. Of course, this would immediately reveal our borders and he will realise what sort of situation we are in, namely that of unavoidable conflict in the very near future. Hopefully, he will smart that I am Cre and will not plant his city in the best place, that is 1E of our current scout location. If he doesn't and does, this will get very ugly, very quickly. The cows give him a prod lead over us to boot, I just hope he doesn't have an irrigated grain, as capital CY is our only advantage here.

Also, last turn he double-moved us, but I'm not sure that I care, and I double-moved him in return, so whatever.
DL: PB12 | Playing: PB13
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