I just realized that we have every trait represented in this game, and the only trait that is doubled is SPI. Quite a diverse opinion on what is valued/fun to play.
[SPOILER] Cornflakes brings the popcorn
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(September 10th, 2014, 05:45)Cornflakes Wrote: I just realized that we have every trait represented in this game[]
If only you and me and dead people know hex, then only deaf people know hex.
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We are almost past the move-scout/hit-enter phase of the game. Just played T20, will have a settler out EOT 27 with partial road in place. I'll give a more complete update in a couple more turns.
In other news, today I discovered an obscure mechanic that may come in handy if the circumstances work out right. When a fort is pillaged, any naval units in the fort are teleported to the nearest water tile. After discovering it I tested a bunch of various situations trying to determine if there was a predictable set of rules for determining the teleport tile when the fort is adjacent to multiple water tiles. From what I could deduce, it seems that for land bodies connected to the capital the ships will teleport off in the direction of the capital. For island the ships teleport off to the SW (1 on the number pad).
This could be most useful in crossing a 2-tile isthmus between two bodies of water, where pillaging the 2nd fort extends the movement range of the ships by 1 by teleporting to the next water tile without costing a movement point. Now would I ever use this? I don't know. It's similar to the Land > Promote to Morale > attack inland city mechanic.
I have finally reached my first major in-game decision (thus far I have had everything simmed out extensively since about T5-20 and have just been executing the plan).
Here is the area around my capital scouted without any of my markings. My decision was Pottery Vs. BW. Pottery first and I can have a cottage up and worked at both my Capital and 2nd city in about 12 turns, otherwise I'm working that lake tile at the capital and run out of improved tiles at 2nd city. BW will still be out in time for my 3rd city. This is rather risky as I will be relying on Warriors for defense until at least T45 (T23 now + 7 pottery + 10 BW + 5 connect copper best case scenario). retep's capital is 10-tiles to my north, and he has BW already because he revolted into Slavery this turn. Assuming he was rushing immediately he could get an axe to me before I could react, but I decided that I can stomach that risk. Neither my currently planned 2nd or 3rd cities are planned to be aggressive land grabs towards any neighbor. Dots in the south with the current information. City 2 is for sure YELLOW east of the capital. City 3 will probably be GREEN hammer's galore spot. 19 base hpt at size 7, early HE I was considering RED, but short term that is a slow starter. GREEN does not need culture pop or a WB or a galley to improve the Sheep or a garrison to protect the Sheep. I will almost certainly put a city at RED but probably around 8-ish. RED is of more strategic significance because if I can maintain a culture foothold across the water then I can put a fort 1S of Sheep. With that I would have a constant boating threat at whoever is across the water from me. That would effectively open an additional front where the danger is all one sided against that neighbor. Fort + Hill + Forest is +100% defense bonus. Put a Woody II axe + Spear in that fort and it would be a real pain to take out with a preemptive strike against me. The northern and eastern regions that I've scouted, with preliminary dots layed down
Same picture in last two images posted.
If you put the green city at 3A where would you put the RED8 city, SW of the wines? Everything else in the area is invalidated by green 3A. Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon (September 17th, 2014, 05:15)spacetyrantxenu Wrote: Same picture in last two images posted. Whoops, I started just naming pictures Txx.1, Txx.2 so that I could just copy/past the address & tags easy, but forgot to change the counter on the last picture. Minimum distance between cities is 2-tiles, right? Or 3? If I can fit one in down there 2-tiles apart I will put RED8 on that dot 2W of 3A. The point of the city there would be to claim at least a tile across the water where I can put a fort to always threaten 1-turn naval invasion ... move ship into fort and offload a stack of knights.
RED8 would need to be one tile further west to be far enough from the green city. Since that's water it's no good. You'd have to move green one column east to allow the RED8 city on the coast. Although that would make for a lot of trouble to make a decent city and dotmap over there compared to what you want now.
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon (September 17th, 2014, 10:00)spacetyrantxenu Wrote: RED8 would need to be one tile further west to be far enough from the green city. Since that's water it's no good. You'd have to move green one column east to allow the RED8 city on the coast. Although that would make for a lot of trouble to make a decent city and dotmap over there compared to what you want now. Is this a leftover snippet from Civ II/III? I know that at some point cities were allowed to be only 2-tiles apart. I'll have to give more thought to that area. |