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Intersite Game - Turn Discussion Thread

I was thinking today about where we can squeeze out an additional warrior to make up for the one that died. I have to tinker with it a bit more, but I should be able to post some ideas on that in the micro thread tonight or tomorrow.

I know we're in a big rush right now, after all. The game pace is just flying! lol
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Well, the Germans jut logged in. Just based on the login patterns, they might have a warrior visiting from the WPC outside their capital.
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kjn Wrote:... Just based on the login patterns, they might have a warrior visiting from the WPC outside their capital.

That would mean the starting locations are quite close to each other if they met already and WPC lucked out on sending their warrior in a straight line outwards. Possible. Last turn the Germans said they were late because of heated internal discussions.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Well, my guess is that we are about 13-16 tiles distant on the diagonals. If the Germans moved towards the WPC, and WPC sent their warrior in the "right" direction, it is doable.

Oh! Team Apolyton has started leaking information! (We now have confirmaiton they have access to cattle and started next to a lake. Which we had already deduced, but no matter.) We can get our PR team started, too, if we want to.
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Sullla Wrote:Great, here's the current plan. Tell us where you think we should change something to get out scouting units sooner:


Option: 1W of Corn, SevenSpirits's SevenSpirits variant

Simmed: to T40

Settle: Banana

Tech: Hunting (T8) -> Pottery (T20) -> Mining (T28) -> Bronze Working (T39) -> Animal Husbandry
(Note: Run 0% tech on T33 and T39)

Adventure One (T0): Worker (T10) -> Warrior (T18) -> Worker (T23) -> Settler (T31) -> Warrior to 14h eoT34 -> T35 Granary to 12h eoT38 -> Warrior to 17h T39 -> Settler

Mansa's Muse (T33): Granary to 12h eoT36 -> T37 Worker

Worker 1 (T10): Move NW and Farm Corn (T10-T14), Move NE and road (T15), Move E-SE onto deer (T16), camp deer (T17-20), Move S and cottage grass (T21), Move SW and road (T22), move SW and cottage floodplains (T23-25), Move E and cottage floodplains (T26-27), Move N and cottage (T28-29), Move NE and cottage grassland river (T30-31), Move NE and road (T32), Move NE-E and farm corn (T33-34), Move N (T35), Mine gold (T36-37), Move W (T38), Chop (T39-41)

Worker 2 (T23): Move SE and road (T23), Move SW and cottage floodplains (T24-25), Move E and cottage floodplains (T26-28), Move N and cottage (T29-30), Move NE and cottage grassland river (T31), Move NE and road (T32), Move NE-E and farm corn (T33-35), Move N (T36), Mine gold (T37-38), Move SW-SW and cottage (T40), Move SW and road (T40)


Settler (T31): Move E-E (T31), Move NE-NE (T32), settle (T33)

Adventure One (T0)
Citizen 1 (T0): plains-forest-hill (T0-T9) -> deer (T10-13) -> Corn farm (T14-)
Citizen 2 (T15): deer (T15-19) -> Deer camp (T20-T32), floodplains cottage (T33-)
Citizen 3 (T18): plains forest hill (T18-21), floodplains (T22-24), floodplains cottage (T25-)
Citizen 4 (T34): grassland cottage (T34), Deer camp (T35-36), grassland cottage (T37), Deer camp (T38- )
Citizen 5 (T37): plains cottage (T37- )
Citizen 6 (T39): grassland cottage (T39-)

Mansa's Muse (T33)
Citizen 1 (T33): Deer camp (T33-34), Corn farm (T35- )
Citizen 2 (T37): Deer camp (T37), Gold mine (T38- )

[Image: g1simt40_2.jpg]


Let me know where you would change something to get out scouting units sooner. The current plan has them coming out shortly after Turn 40, when we hook up copper or horses (depending on where they appear).

Great! I see that my voice is being heard. thumbsup

Other than that, I don't know where to put in an extra unit for scouting before t40, I can't even claim that it's necessary beyond "diplo is crucial".
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Am I the only one noticing that there's been a LOT of disconnects for the, what, 13t that this game has been running? It seems like every other day I get "APT Mod has been reconnected" or some such.
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It makes my Washington of Mongolia look positively first world! smile
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Turn 12 - 3520BC

[Image: ISDG-41s.jpg]

Worker continues farming, 2t to go on corn farm.

That is all.

[Image: ISDG-42s.jpg]
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While we're sitting here waiting for other teams to play, I went ahead and put our simulation of the first 40 turns into a YouTube video. This explains what we are doing, and why, for those who haven't been following all the details of the various micro plans. It's a private video so only those who have the link can view it. (Don't go posting the link outside of this private forum.)

http://www.youtube.com/watch?v=n5aQyUy3N...e=youtu.be
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Nice video! And good to see I'm not the only one having trouble making it past T32 without screwing up the micro lol
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