Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Intersite Game - Turn Discussion Thread

Tyrmith Wrote:Wasn't this figured out in PBEM 1 or 2? I seem to remember it being an issue then.

What, the boat thing? Yeah it's 20 or 21 tiles. Easy to test in worldbuilder. With less than 20 tiles we can still build a small and great lighthouse and the colossus. And workboats if the sea has seafood / oil.
I have to run.
Reply

I tested when one of the PBEM 1 players asked.

9 tiles or less - Fresh water. (A 3x3 square will produce a Fresh Water Ocean tile in the center surrounded by Fresh Water Coast.)

10-19 tiles - Salt water, allows coastal improvements but not boats.

20+ tiles - Salt water, allows boats.

Work boats do not follow the above rules. A work boat can be built if and only if the body of water contains at least one resource that can be improved by fishing nets.
Reply

I remember that - locked my gold resource away from me because I couldn't build a galley. Had to use border teleportation to get over there.
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.
Reply

Turn 46 - 2160BC

We revealed a little bit more of the land in the southwest. Land that doesn't look so hot:

[Image: ISDG-150s.jpg]

Where to place a city over here will likely depend on the presence or non-presence of seafood in that body of water. As for our warrior, where should he go next? I am assuming southwest onto the grassland hill, but let me know if you have other suggestions.

[Image: ISDG-151s.jpg]

In the core of our territory, we are preparing for the placement of copper city next turn. (Related question: name for the new city? I kind of like "Focal Point" for this one. Here's the RBCiv game list to check out some other suggestions.)

Workers roaded the forest tile southeast of the deer, roaded the grassland tile south of the deer while moving into position, and put one chop into the forest tile. Settler moved out of Adventure One and into position to plant our new city next turn. Warrior in the capital is Boldy Going Nowhere as he provides military police for happiness. Third warrior is defending the cluster of workers against non-existent barbs (never hurts to be safe!)

We discovered Mysticism tech, giving us eight total techs for the game. That's the most in the game, and only Apolyton and CivFr have managed to hit seven techs. Polytheism is due in 5t, on T51.

We also revolted to Slavery this turn:

[Image: ISDG-152s.jpg]

The classic "revolt to Slavery while your settler is in transition" play. Hate to burn those Anarchy turns, but oh well.

[Image: ISDG-153s.jpg]

Here are the mid-turn Demos before revolting into Slavery. We'll see how they improve with the addition of a third city next turn. There were two pop increases and two tech discoveries this turn; see the C&D thread for more information. Not typing all that stuff over again here.
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

In favour of moving the scouting warrior SW as suggested. That way we won't reveal any sea food, but get a higher chance to spot our horses in the south.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
Reply

I'd say southeast, let's get to know if there's any seafood there and look at the size of the water body. We can take a tiny risk of bumping into a barbarian while on flat terrain. Remember the coastline has fewer tiles for barbs to lurk. Then SW-SW back to defensive terrain for more scouting.
Reply

I say look for horses. That's the priority. Coast and seafood access to that southeast body of water can wait.
Reply

Its a tough call. I'd say look for horses, the land over there isn't compelling, that's for sure.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Reply

BTW, I'm not sure we should go for a settler in our capital right now. I think I'd prefer a fourth worker. We will need at least in the MM and FP area (Focal Point is a good name for our third city, I think) for the time being, and having two workers available to support the founding of a new city makes a huge difference.

Or we can whip the settler and overflow into a worker as soon as FP can pick up one of AO's cottages.
Reply

My understanding is that the current plan has us double-whipping a worker after the settler finishes, and then regrowing while building a granary. That sounded like a pretty solid idea to me, but novice or SevenSpirits will have to explain the full details.

Just two more hours to go. Thanks to CFC and German team once again! :zzz:
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply



Forum Jump: