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[SPOILERS] Yossarian blames Caledorn

Hey, I completely forgot to talk about the score increases last turn. Care Bears and Dinosaurs both finished techs, and neither came with any power. At a cost of 97, Agriculture is the logical choice for both these teams.

Turn 11

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Moiraine moved NE. Maybe E or NE again next? We'll probably want to explore the land east of that bay before we send our scout away. Depending on what else we can find south of the capital, we may want to move the location of City 2 east so that it gets the wine. The location of copper is going to influence things, too, but I have a feeling we can probably wait for the third city to secure our copper.
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Ok, so I got to thinking about how much time we really do have to establish some defenses. Plako's instructions were "capitals quite far from each other". There are 2,178 land tiles on the map, so that's about 220 per player. But some of that will be islands, so maybe closer to 200 per player on the mainland. That means each team should have about 14 x 14 or 15 x 15 plot of land. Add in water tiles and that is a little more space. So, that makes me think we're going to be safe for awhile. Full diplo and an early BW makes me feel even more secure. Barbs will cause us problems way before any of the other teams will be a threat.
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I also wanted to ask about tech path after fishing. I was just assuming AH for the sheep, but maybe Wheel->Pottery is a better choice. I'll try to sim it out at some point to see what that shows us, but if you guys have any thoughts, let me know.

And this is where my worldbuilder noobiness becomes a problem. The current sandbox does not account for our actual map settings at all. Most notably, it's not even toroidal. Can anyone shed any light on how to get the sandbox to mirror the real game settings so we can get things like maintenance and tech costs to match up? It didn't matter much while we were just simming out one city, but as we test different settling locations and timings for our third city, it's going to become more important.
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Turn 12

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Our first worker, Lan, is built! We go immediately into a second worker. Once the corn farm completes on T17, we'll switch to a quechua to grow really quick, before finishing with second worker on T25. Moiraine uncovered a cow. I'm thinking SE-NE next turn, or else we could go SE-S.

Right now, I'm planning city 2 to go two tiles north of Moiraine, or maybe 2N, 1E. It shares the corn and fish with SP, as well as a riverside grass farm (eventually cottage), so it will be immediately productive. But all its land outside of the capital bfc is pretty bland. So should we consider sending the first settler west? That will be a better city overall, but will take a lot more worker turns to improve, plus an actual unit to accompany the settler, so it would definitely delay the second city by a few turns. I still think the original plan is better, but what do you guys think?
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C & D

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With Dinosaurs growing this turn, we know they're the team that netted their fish back on T8. This means they haven't started on a worker yet. It'll be interesting to see if they switch over now that they've grown, or wait to finish the warrior they've started. We should assume that the other Exp teams (EggHeads and E & C), also completed their workers this turn. This is backed up by the fact that everyone's Mfg dropped to 2 or lower this turn, as the Exp teams switch to growth and the non-Exp teams continue working their riverside food resource for the commerce boost. Bowsling / Aivo finished a tech this turn. Timing and the power increase indicate that they completed AH.

There are three teams who haven't finished a tech yet, M&M, E&C, and GG. Master and Margarita started with TW and Agri, so I'm assuming they're going for Pottery. Another minor note; they signed in recently as "Maga and Margarita". I actually think that's Slaze not paying close attention to their actual name. We do have to be more careful with them if he actually is checked into this game. Eagles and Condors started with Agri and Fishing, I'm thinking maybe they're going for AH. Gladiator's Glory started with Mining and Fishing, so my guess for them is BW.
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(August 31st, 2013, 12:07)YossarianLives Wrote: I also wanted to ask about tech path after fishing. I was just assuming AH for the sheep, but maybe Wheel->Pottery is a better choice. I'll try to sim it out at some point to see what that shows us, but if you guys have any thoughts, let me know.

And this is where my worldbuilder noobiness becomes a problem. The current sandbox does not account for our actual map settings at all. Most notably, it's not even toroidal. Can anyone shed any light on how to get the sandbox to mirror the real game settings so we can get things like maintenance and tech costs to match up? It didn't matter much while we were just simming out one city, but as we test different settling locations and timings for our third city, it's going to become more important.

I guess you're better to get the sheep online, as you want settlers and workers rather than granaries right now (except that you get cheap granaries... hmmm, maybe another sim is in order...

I think its possible to use a text editor to transfer tiles to a worldbuilder save that's the right dimensions, but I dunno how. So I'd probably start again from scratch frown
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Starting from scratch isn't a huge problem, I just don't know how to replicate the actual game settings. From Seven's PB23 game:

(August 19th, 2011, 17:11)SevenSpirits Wrote: So, map wrap and dimensions:

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We have vertical wrap, and since 33 moves was the highest I could get with the already-moved warrior, the height is 64.

So this is how to figure out the map dimensions, but when I tried, I got this:

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That's as far as I could zoom out and still give the scout any movement directions, if I zoomed out further, I lost the unit.

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Here's going in the other direction.

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And this is the furthest I can zoom out.

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So basically, I don't know how to use that trick to figure out the map dimensions. Plus, is there anywhere that I can find the map script? Does it matter which one I use, or do I just pick any script that allows for the toroidal wrap? Is there anything else that I need to watch out for to get an accurate sandbox?
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As the last post shows, I did play the turn, and we found gold!

Turn 13

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Very interestingly, we're on a large salt lake, not a true ocean. I almost just want to continue east with the scout at this point. What do you guys think? Do we have to go check that gold coast for seafood before we go anywhere?

Maga completed a tech that did not give any soldier points, which I think confirms my earlier guess that they opened with Pottery.
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For the sandbox the settings page should give the map size (large/huge/etc) which should be the same if you create that map as a custom scenario. PB13 was different - it's a huge map that's been edited to be called large in a text editor to slow down tech a bit - but normally this should suffice (unless the map was generated with a script that does different stuff like Torusland)...

Not sure about the site of city B - I think you need to dotmap the river valley and see what that leaves you with...
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So, Yossarian is complaining that I post too little. I have only one comment to that:

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As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. - Commissioner Pravin Lal, "U.N. Declaration of Rights"
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