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Intersite Game - Turn Discussion Thread

Or "Realms Beyond". Whichever. :P
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A few things to note on the new turn:
  • The panther 1NE of the cow has left our visibility. Tyrant Xenu will have to fight another day.
  • There is another panther 1E of the silk
  • The lion to our southeast is now on Red dot, 2E of the clam

Add to that the lion that roamed to our southwest, that blocked us from scouting there on T26.

The "good" thing about all the barb activity around here is that we are pretty secure from the other teams. If we get a visiting warrior, it will be pretty delayed on the way.
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I guess the barbs got tired of being fog busted and decided to show up in force before we could preempt them.

What is the cap on receiving XP from barb kills? (There is one IIRC?)

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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5 XP from animals, and 10 XP from regular barbs.
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Turn 28 - 2880BC

The panther did not attack our warrior on the forested hill:

[Image: ISDG-86s.jpg]

It went back into the fog somewhere. Unless there's a wormhole on this map, that's a second panther to the northwest. And there's also a lion to the southwest too. Lots of barbarians wandering around on this map - contacts between teams are likely going to take some time. I wonder how many of those Hunting start scouts have already been munched?

I moved up the two warriors another tile each. Their goal is to sit on hills and fogbust for the one turn where we move out our workers and settler (T33). So far, so good. Our workers finished the second floodplains cottage:

[Image: ISDG-87s.jpg]

Adventure One is now working all improved tiles. Two workers, four improved tiles, and a half-finished settler in 28 turns, not bad. Since we are the only team with Pottery, and therefore the only team with cottages, this is reflected in the GNP stat:

[Image: ISDG-88s.jpg]

We also lead in Food for the moment, although other teams will likely pass us over the next 5 turns as we keep building that settler. We sit dead last in Production though. What's up with that 11 shields/turn number? Anyone have an idea what's going on there? One team is really laying on the production.

Elsewhere, CivPlayers grew their capital to the happy cap at size 5, and Apolyton researched Fishing tech. We're not entirely sure why they wanted Fishing tech, guess they are settling a water resource for their second city. But they couldn't get anything else in a mere 6t, not since they already researched Hunting.

Finally, we also finished Mining tech and have moved on to Bronze Working, due in 11t. The floodplains cottages have already taken us from 9 beakers/turn up to 15 beakers/turn. At our old rate, BW would have taken 18 turns. Things are looking pretty good at the moment.
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Sullla Wrote:I moved up the two warriors another tile each. Their goal is to sit on hills and fogbust for the one turn where we move out our workers and settler (T33).
Don't forget about spawnbusting. Barb units cannot materialize on a tile within 2 tiles of another unit, regardless of that tile being in the fog or not. Cities can, barb units cannot.

Code:
x  x  x  x  x
x  x  x  x  x
x  x  U  x  x
x  x  x  x  x
x  x  x  x  x
So, put a unit on U and no tile marked with an 'x' can spawn a barb unit (includes water tiles so we can anti-spawn barb galleys too).
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Turn 29 - 2840BC

This was a quiet turn.

[Image: ISDG-89s.jpg]

Warriors moved up another tile each. I plan to keep them on the two red dot hill tiles, so that they can fogbust the entire Mansa's Muse region. In particular, the forest tile north of the pigs needs to be fogbusted for safety, and we can see it from the other hill tile. Then we move down to cover the workers on T32. Any further suggestions here?

Our workers continued cottaging the plains river tile. Our settler has another four turns until completion.

Both panthers are visible this turn, hanging out to the northwest:

[Image: ISDG-90s.jpg]

We don't really have to worry about meeting an enemy team from that direction right now. Good work, guard panthers! And - stay away from the Mansa's Muse area. lol

[Image: ISDG-91s.jpg]

The Demographics look almost identical to last turn. We Play Civ received an eight point score increase, which indicates growth to size 4 and a tech, almost certainly Mining. This was the team working a lake tile to get their tech done sooner. WPC is a prime example of how deceptive early game score can be. We are both tied for the game lead with 67 points, but WPC has only a single worker (which they finished on T18, eight turns after us) and no progress into a settler. They likely have two improved tiles to our five. They are extremely far behind, but score tracking won't show this for some time yet.

Someone also built a barracks out in the fog, a very curious decision. Best guesses are WPC again and Spanish Apolyton. WPC had to be building something while growing to size 4, and they are Aggressive, plus they aren't exactly the sharpest Civ team, so they may be the best candidate.
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Yeah, score seems to be trailing the real strength of a civ. We will stagnate on 67 for a while now, until T34, but then:

T34: 70
T36: 72
T38: 74
T39: 83
T44: 89

From T44 or so MM will grow quickly, and if Jesus city ends up as city #3, it will grow even more quickly. In my sims, we will take 2-3t each for Fishing and the techs in the Priesthood line, ie we will hit Priesthood circa T52-55.

And then we have all those forests around the pigs site...
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I say move the warrior 2. This spawnbusts the forest 7 of the pigs. If panthers walk east we'll get the river crossing bonus against them, and we minimise the changes of the workers getting munched by something in the south.

I haven't really checked the micro, but is there a way to not have both workers standing on the same tile 1 of Mansa's Muse the turn before we settle? Say, have 1 worker spend T-2 and T-1 turns outside our borders. It's a greater likelihood that it gets munched by a wolf, but I'd rather risk 1 worker than 2 workers.
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We will have two warriors and two workers outside our borders T32-33, on two different tiles: 1E of deer and the MM tile.
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