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[SPOILERS] Scooticator and Pindooter give a sporting try

If we want to get sight on their capital we should just move 1S. That's pretty obvious. I was semi-wrong about the teleporting thing though.

RefSteel Wrote:In all cases (for land units) find your nearest city (on the same landmass) to the teleporting unit's starting point. Then check the tiles near that unit and on its landmass that are in (still-)friendly or neutral territory (and not peaks). Each of those tiles is a certain distance from (i.e. in a certain "city borders" ring for) your unit and a certain distance from the "nearest city." Start with the distance from the tile in question to the unit's "nearest city," then add twice the distance between the possible-target tile and your unit - i.e. a tile at seventh ring from your city and third ring from your unit scores 7 + (3 X 2) = 13! The tile for which this score is the lowest is the one to which your unit will teleport. Ties are broken in favor of more southerly tiles, and further ties broken in favor of more westerly tiles. (Note that both tiebreakers work according to the map's coordinate system, which can cause surprising results alongside the line of world wrap.)

A couple other notes:

1) You can never teleport to a shrouded (unexplored) tile by closing borders; unlike in a border-pop teleport, the unit does not teleport one tile at a time, but jumps to its destination in a single bound. You can teleport over shrouded tiles, peaks, or water, so long as the destination tile is on the same landmass as the teleporting unit. If there's an enemy unit on the tile to which your unit would be teleported however, additional teleportations (of the declarer's unit or units) may occur, which possibly could carry those units onto what had previously been an unexplored tile.

2) Right, so this stuff about the nearest city ... what if you have several cities at nearly the same distance? Which one is the "nearest" city to a given teleporting unit?

Well, it's the city (on the same landmass) closest to the tile from which the teleporting unit starts - the city in whose smallest imaginary cultural ring the unit would be, regardless of the path between them. If there is a tie, it is broken in favor of the city that appears nearest the top of your city list - thus, among self-planted cities, the one you planted earliest among those at the same "city-ring distance" from the unit. Note that even if there is a "shorter route" to (or "lower score" target tile near) a different city at the same actual distance from the unit, the "nearest city" is the one that matters for teleportation purposes.

Basically the game examines eligible post-teleport destination tiles, and the distance from each tile to the starting tile is twice as weighted as the distance to your nearest city, and the tile with the lowest such score is the destination tile.

If we move 1S and then get teleported, most likely we'd get teleported 1NE but possibly 1N depending on whether that's the same cultural ring of our capital (if cultural rings extended that far) as the 1NE tile.
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So this happened:

Chat Wrote:pindicator
‪well i'm off to work‬
<literally 2 minutes goes by>
scooter
‪HAHA you step off and leave for work and then the turn for pb13 immediately rolls. all mine at lunch. suck it. ‬
pindicator
LOL

So how about it:

[Image: t11_war.JPG]

I feel like this has a real good chance to be the first war declared in PB13. Celebrate! We just can't help ourselves. Anyway, here's their cap:

[Image: t11_jester.JPG]

Offered peace of course:

[Image: t11_peace.JPG]

And that's about it. Just press enter and wait.
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I think cow > clams, but that may be a relic of not grasping pastures only need Hunting in rbmod
Suffer Game Sicko
Dodo Tier Player
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(July 31st, 2013, 13:05)pindicator Wrote: I think cow > clams, but that may be a relic of not grasping pastures only need Hunting in rbmod

I had the same thought. Seems like a kinda smoke-y opening.
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(July 31st, 2013, 13:11)scooter Wrote:
(July 31st, 2013, 13:05)pindicator Wrote: I think cow > clams, but that may be a relic of not grasping pastures only need Hunting in rbmod

I had the same thought. Seems like a kinda smoke-y opening.

Kind of like our pb8 opening tongue
Suffer Game Sicko
Dodo Tier Player
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(July 31st, 2013, 13:11)scooter Wrote:
(July 31st, 2013, 13:05)pindicator Wrote: I think cow > clams, but that may be a relic of not grasping pastures only need Hunting in rbmod

I had the same thought. Seems like a kinda smoke-y opening.

Kind of like Agriculture > Archery shades?

Darrell
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Clam opening is terrible says Krill, and I'm inclined to agree.
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Wait, do I?

Sounds like something I'd say...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(July 31st, 2013, 14:47)darrelljs Wrote: Kind of like Agriculture > Archery shades?

Darrell

[Image: csi_yeah_skyline.jpg]
Suffer Game Sicko
Dodo Tier Player
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I am disappointed your scout was not named something provocative for this occasion.
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.”
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