November 18th, 2014, 08:28
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(November 17th, 2014, 22:50)Whosit Wrote: Has Mack played any game and not gotten the Pyramids?
For a more ambitious question, how do you rate your odds on being able to hop across those sheep/clam islands and pay a visit to Haklands? Mack's gone without Pyramids plenty of times, he only lands them if he can without hurting his expansion. So...yeah, we can definitely hop over, but Haklands are soon Macklands, I'll bet you a dollar.
On the plus side, gems online now!
November 18th, 2014, 10:06
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Thanks for the overview shot and explanations. Makes it easy to follow the big picture without checking every thread!
November 18th, 2014, 10:55
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(November 18th, 2014, 10:06)Ituralde Wrote: Thanks for the overview shot and explanations. Makes it easy to follow the big picture without checking every thread! Glad to help! You will need to check out Gawdzak's thread for his situation (if he's true to form, Gawdzak's thread is worth checking in any case), and Furungy is hiding in the darkness to even you lurkers.
Any other questions, by the way, anyone?
November 19th, 2014, 14:51
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Victory! I was frankly expecting that axe to cost a lot more, but apparently Protective archers are really good at defending cities. The victorious archer is now C1/Shock and I'm going to try to get it to Heroic Epic levels out in the wilds.
I'm finally happy about the level of cottage construction around the capital river valley; we just need that western filler city up soon to actually help with the growing, as the tight happy cap and urgent settling needs mean we can't just have the capital and Fool Moon build them up.
In the solidly defined south, cottaging can begin in earnest now. This will be a very solid core eventually, just trying for now to grow what can be grown.
In international news, looks like Colossus has fallen to the Portuguese. I've been calling them “2metraninja” but from logins and post numbers, it looks like that team is actually more “Dreylin and OT4E, with 2metraninja as adviser/backup. They're doing very well, far more formidable that 2mn would be solo from what I can tell. Dreylin does have a perfect win/loss ratio, recall...
November 19th, 2014, 16:16
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If they go to war with someone I have a feeling 2MN will take a more active approach to turn playing.
November 19th, 2014, 17:49
(This post was last modified: November 19th, 2014, 17:55 by Commodore.)
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(November 19th, 2014, 16:16)spacetyrantxenu Wrote: If they go to war with someone I have a feeling 2MN will take a more active approach to turn playing. Which is exactly why I think they're even stronger; 2mn isn't super interested in that whole gay builder thing, he's here to bash heads and do it...if not with panache, then at least with competency and determination.
So you've got engaged sandcastle builders, and an engaged sandcastle wrecker, all on a single team.
November 19th, 2014, 23:42
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Okay folks. There are up here several decent cities, marble, and at least one wonder. Any of my dedcrew have dot ideas on this one?
Plains hill 2E of the cow is a potential super-city with an excellent number of forests; speed is the only question on that particular reach spot...
November 20th, 2014, 10:08
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I dislike the idea of a super city rather than a pair of cities. We don't have a ton of happy, and as a continents map with a big world, trade is going to be big.
How about starting with the hill 3N1E from Fool Moon, for sharing corn and working the dyes - we're not that far from Calendar, after all.
For the next one, I still like on top of the Marble. Cows is sorta-food, marble's important, and on top: you're planning to make Changes the capital eventually. That means it needs help growing cottages, moreso than a usual cap since it's starting late.
Gotta use that corn, of course. Maybe 3E of the marble? This is actually probably the one worth settling first, assuming you've got the worker-power to do it. Again, helps grow Changes cottages, uses the food, and it's coastal to help grab eastern islands and eventually benefit from dike.
And, of course, 1N of the sheep is a city site too. Just need a boat.
All this area looks very commerce rich, given a thousand worker-turns and a calendar.
Further north, the first step is to find the land of milk and honey. I demand at least three wet grains and a cow .
EitB 25 - Perpentach
Occasional mapmaker
November 21st, 2014, 12:21
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(November 19th, 2014, 14:51)Commodore Wrote: Dreylin does have a perfect win/loss ratio, recall...
Won one, lost one, drawn one?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 21st, 2014, 13:01
(This post was last modified: November 21st, 2014, 13:09 by Commodore.)
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All wins, naturally!
So here's a general look at how the actual economy is going for now; gems are flashy but in the industrial revolution it is towns that give us umph. The capital isn't going to be our final capital but she'll be the mainstay for a good long while yet; right now, though, I'm focusing on getting a quick galley to manage horses, then IC-TR.
That's okay, though, because Fool Moon is nurturing Storm Front's cottages (well, hamlets). I honestly don't know what FM is good for long term; I guess we'll just keep with the cottage theme and ignore the pain of non-riverside for the first 10 or 30 turns. Free Speech and Universal Sufferage make this place awesome in 200 turns though.
Krill got all grouchy at me in chat for this one; yeah, it's a pretty meh third city. But I have zero regrets; I mean, come on, look at this! Dem hammers! It might not be any good, but with enough polish and good publicity, this turd will be blinding.
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