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[SPOILERS] Scooticator and Pindooter give a sporting try

(July 30th, 2013, 20:09)NobleHelium Wrote: 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.

Yup, those are my findings. You can tell which "ring" you're in by counting tiles along each (N-S and E-W) axis: 1 per tile along the longer axis, plus 0.5 per tile along the shorter axis, rounding the result down to X if it's X.5. In this case, from your screenies, it looks like the distance to your scout from your capital is more west than south [EDIT: (which means E-W is the longer axis for this situation)] so you should definitely teleport NE if peace is accepted.
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Alright, they accepted the peace offer, so we're good. Somehow missed the pre-move picture, but I decided to keep the scout in safe terrain and near their borders (where barbs are presumably less likely to be).

[Image: t12_scout.JPG]

Next I think we should go maybe NE-N? We are about at the point where we probably want to land on forest/jungle if possible, though. Also, notice the bottom-left corner. The EP ratio... Jesterakor have met somebody else already too. We're definitely pretty tight. Not too surprising - we're playing 18 players after all - but worth noting. I think we need more info on their other surrounding land to give us a better idea of how hard they might race us to land between us.

[Image: t12_demos.JPG]

Nothing interesting here really. Nobody has Bronze Working yet. The fact that the lurker thread has 120 posts before copper has even been revealed is pretty staggering.
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Crop yield of 10 this early scares me - sounds like someone got a workboat out with a beautiful starting position.
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Also, retep has a habit of logging into the game with a different (often nonsensical) name every time. It messes with me because I scan Civstats or whatever and I sit there wondering who in the world is the "IcecreamMan" or "HIBME" or any other of the litany of names he's logged in with. I think he's doing it just to mess with me. He is literally worse than Brick.
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I think SE-NE next for the scout
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Turn 013

Executive Decision made, and thank goodness

[Image: pb13%20-%20turn013%20-%20scouting.jpg]

I might have popped that hut if I had followed scooter's advice.


I scribbled all over, but our capitals are only 10 tiles apart. Um... archer rush?
No seriously, archer rush?
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Turn 014

Now that's more like it!

[Image: pb13%20-%20turn014%20-%20hut.jpg]

Well, if we hadn't messed up our first 5 turns of tech we could be asking if going for a religion after BW would be worth it. Still, this is a nice make-up boost.
Also note that Jester/Nakor grew to size 2. That means they went work boat -> grow and don't have a worker yet ...

SE-E to the hill next turn?
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I think just 2se, I see jungle and hill around the hill I think...
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Turn 015

I'm not bananas about all this jungle

[Image: pb13%20-%20turn015%20-%20scouting.jpg]

dancing

Also, Jester&Nakor revolted to slavery. So the plan must be to whip out their first worker.
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NE next? Huts can't spawn within a certain radius of each other, by the way, so that one fogged tile back to the northwest can't be a hut.
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