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[SPOILERS] Krill - PB15 - Khan supports involuntary euthanasia providers

I think you should determine the grid coordinates of every square and just use those, to screw with all of us.

"I plan to found on 16 x 32 on turn 87. That's a good tile."
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Fair few updates done. I'll try and get a couple more done tonight, but I need a break.
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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Further 3 reports up. Going to bed now, uni tomorrow, means I probably will only get a few more done tomorrow evening.
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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I have to say I'm not a fan of moving maps to writing in RBMod. I find the game more fun with the very incomplete information everyone has about their neighbors and the increased value and emphasis on scouting. I also don't like moving back open borders and the way it removes a needed disincentive to do stupid tactics like scout chokes (because in BtS it would devalue foreign trade route income only a little bit later.)
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In your screenshots, the barbarian city of Teotihuacan is missing the second 't'. Just thought I'd let you know since it might be something to do with the mod. Sorry if you already know. smile
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(October 3rd, 2013, 22:33)TheHumanHydra Wrote: In your screenshots, the barbarian city of Teotihuacan is missing the second 't'. Just thought I'd let you know since it might be something to do with the mod. Sorry if you already know. smile

The barbarian city doesn't have the second 't' outside of RBmod either.
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(October 3rd, 2013, 18:26)WilliamLP Wrote: I have to say I'm not a fan of moving maps to writing in RBMod. I find the game more fun with the very incomplete information everyone has about their neighbors and the increased value and emphasis on scouting. I also don't like moving back open borders and the way it removes a needed disincentive to do stupid tactics like scout chokes (because in BtS it would devalue foreign trade route income only a little bit later.)

The main reason that map trading earlier is helpful is that players need that information to make informed decisions. That matters more on larger maps like in PB13 though, here the map is small enough that it doesn't really haven't much of an effect.
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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@Azza: Really, that's strange. I don't think I've ever seen that barb city. Why is it both a barb city and on the Aztec list?
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(October 4th, 2013, 04:57)Krill Wrote: The main reason that map trading earlier is helpful is that players need that information to make informed decisions. That matters more on larger maps like in PB13 though, here the map is small enough that it doesn't really haven't much of an effect.

I won't pollute your thread with too much debate but you could reveal the whole map on turn 0 and everyone would make much more informed decisions. I like the element in the game where scouting more than 12 tiles away is a strategic priority and there's more mystery in the world - it may be personal preference.
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Yes, I agree that I don't see any difference between the logic of saying earlier map trading is better for more informed decisions and the logic of revealing the entire map to allow everyone to more informed decisions.
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