Posts: 13,563
Threads: 49
Joined: Oct 2009
bato Wrote:It is somehow making 5 hammers when it should be making 1, or 1x25% from forge?
Welcome, bato!
The 5 hammers are due to overflow from a pervious build, so there's nothing wrong there. However, you are closing in on the problem.
I have to run.
Posts: 939
Threads: 8
Joined: Dec 2010
It is missing roads but I don't think you care about that. But, Your are also missing trade routes also which you should care about.
Posts: 13,563
Threads: 49
Joined: Oct 2009
fire&ice' Wrote:It is missing roads but I don't think you care about that. But, Your are also missing trade routes also which you should care about.
Yeah, we haven't really discussed how to get trade routes. I guess the two options are researching sailing or building a road to Ruff. I think we'll get trade routes with sailing once we found our port city, since Ruff has cities on a river that runs into the northern sea.
However, my problem with Big Slick was rather that I couldn't get accumulated food and hammers to match what we saw in the actual game. Can anyone see why?
I have to run.
Posts: 6,630
Threads: 47
Joined: Apr 2010
It shows 13 food produced but you produce 14.
Posts: 13,563
Threads: 49
Joined: Oct 2009
Serdoa Wrote:It shows 13 food produced but you produce 14.
Ding ding ding! We have a winner! And lurkers! I knew you were all just waiting for that annoying Spaceman to disappear before posting.
Apparently some part of the game engine got the idea that the corn wasn't irrigated, so even if it shows a tile yield of 6, I only got 5 food from it in the food bar. Deleting and readding the corn and farm in worldbuilder fixed the problem.
I have to run.
Posts: 939
Threads: 8
Joined: Dec 2010
novice Wrote:Yeah, we haven't really discussed how to get trade routes. I guess the two options are researching sailing or building a road to Ruff. I think we'll get trade routes with sailing once we found our port city, since Ruff has cities on a river that runs into the northern sea.
However, my problem with Big Slick was rather that I couldn't get accumulated food and hammers to match what we saw in the actual game. Can anyone see why?
I was thinking of trade routs to deadhand(your newest city)? Its hard to read the name with a worker blocking our view.
Posts: 13,563
Threads: 49
Joined: Oct 2009
Posts: 13,563
Threads: 49
Joined: Oct 2009
OK, T68 played. I don't like the teeth of this horse Ruff gifted us:
Yes, I'm an ungrateful bastard, but I would have much preferred it if he had spread Buddhism to Pocket Bullets instead of Nut Flush Draw (off screen to the east). That would have allowed us a buddhist temple and a priest specialist in our capital, for an earlier Civil Service bulb.
I suppose it could have helped if we had shared more of our plans with Ruff. I'm not sure why he's spending hammers on missionaries now anyway. Happiness is not an issue on this map, and doesn't he expect us to bulb Theology? Maybe we should coordinate better, before we know it he'll show up with a great scientist for us and ask for our prophet in return.
Maybe he's spreading buddhism to NFD now for the espionage discount? Thing is, I'm pretty sure we'll have founded a closer city to him by the time he's ready to start stealing techs, in which case that city would be a more suitable espionage target. Another option is that he realizes we will bulb Theology, but he wants us to build a buddhist Apostolic Palace. If that's the case, maybe there are more buddhist missionaries on the way.
I have to run.
Posts: 13,563
Threads: 49
Joined: Oct 2009
Okay, on to the actual turn report.
Pegasus congratulated us on being first to four cities. So he's noticing our speed, which inspired me to pick this name for our fifth city:
Speed Limit is a hand of pocket fives (55 mph). I sent this reply:
Research set to 50% to get Mathematics in 1. Seven continued NW and spotted an injured Impi:
And Jack moved south towards our gems site, and encountered a barb warrior.
I have to run.
Posts: 13,563
Threads: 49
Joined: Oct 2009
Expenses before and after founding our fifth city:
Nothing too scary yet. Our break-even research rate is currently 70%.
Also, we got a 16 point score increase this turn, 4 points from our 11th pop point, and 12 points from Mathematics. Good luck figuring that one out, people!
This also means that we should be able to notice if someone else gets Mathematics, since that is a 12 point tech. At least, I would notice if I were still paying any attention to the score board, which I'm not.
Next tech, Fishing, for our port city. Then Polytheism and Monotheism, Theology and Hunting.
I have to run.
|