Looks fun if anyone makes a new multiplayer game pb38 or whatever let me join please even though i've never played a multiplayer game tell me how to setup and i will be be online to play daily.
(August 7th, 2017, 11:26)Oxi Wrote: Looks fun if anyone makes a new multiplayer game pb38 or whatever let me join please even though i've never played a multiplayer game tell me how to setup and i will be be online to play daily.
Hi - and welcome to Realms Beyond! If you`re looking for a new Pitboss game, the easiest way of doing that is to make a post in Civ General on the front page and ask if anyone else is interested. You should specify how many players you`d like as well as if you`d like playing with a mod. I recommend 8-10 players (maybe up to 12 if many players want to join in). If fewer are interested a good idea is to set up an email game instead with one turn per day. Of course, you have to find a map maker as well. (If you`re not allowed to start a new thread, it`s because you need to make 10 posts on the site first). Playing MP civ is a lot of fun and can be recommended! Also, playing with an experienced team mate in the first game is probably a good idea.
The setup phase takes some time. You`d have to do some changes on your computer in order to be able to log in simultaneously as other players in a Pitboss game. There is a post in the setup thread of PB37 by spacetyrantxenu describing in detail what new players need to do in order to be able to play, it`s probably on one of the first pages. Other players will help you connect if you`re having trouble, of course.
EDIT: It`s on the second page of the tech thread.
(August 5th, 2017, 16:26)shallow_thought Wrote: Things are looking good.
Good enough that I'm going to ask the big question. What's your plan to win? This is a realistic objective given your position.
Go on...
Finally I found some time to answer this. Yes, we`re in a decent position right now. The land grab race in the next 20 turns is going to be a mad race as everyone gets Currency. Hopefully we`ll get it some turns before everyone else and my plan is to make a really greedy play for the disputed islands. Those cities have to be defended but hopefully the others will be occupied by expanding themselves.
So, who`s our friends and enemies in this game? I`m inclined to see Krill as our best friend long term because of our mutual interest of keeping Greece in check. Of the other players I think Coerva is most likely to be our ally and Dark Savant the least likely. The border with Couerva is not very long and we don`t have any real tension between us yet. We do of course have an open border agreement that counts for something. At the same time we need Couerva to contain dtay after Russia is eaten. (I expect dtay to get a bit more of the Russian territory). I think he sees it the same way as us. Trading is good for both parties. We`ll soon share a fairly long coastal border with Dark Savant. We might be able to hammer out an understanding, let`s see. Regarding Gavagai, I`m undecided. We don`t want him to destroy Krill but he could still be a useful ally down the line. As for our direct neighbors, I think we`re able to live with the Zulu border, even after he builds a couple of cities S of his capital. That leaves us with Joey. He`s our main problem, especially long term. We have a bad border with him which only gets worse after catapults enter the battlefield.
Right now I think that for us to win the game something of the following has to happen, in descending order of probability:
a) Krill attacks Joey, we pile on and wrestle control of the Great Lighthouse from him. Actually, I`m willing to pay a steep prize for it in units, though it`s really hard to see us breaking through in a 1 on 1 fight. His defensive pluses are just so overwhelming. We need a military edge in order to have a chance. Beelining knights could be worth a shot. If we can get a window we might be taking out his front city with a knights/catapults attack.
b) Dark Savant gets attacked by one of his neighbors, leaving his overseas settlements dangerously exposed. We pile on and get a lot of cities cheaply. That`s not enough to put us in a winning position, but it`s a start.
c) We`re able to strike at several Zulu cities on turn 1, which gives us a big head start on the conquest of the Zulu core. This is of course more hoping for a lucky break than an actual plan.
(August 7th, 2017, 14:28)JR4 Wrote: Finally I found some time to answer this. Yes, we`re in a decent position right now. The land grab race in the next 20 turns is going to be a mad race as everyone gets Currency. Hopefully we`ll get it some turns before everyone else and my plan is to make a really greedy play for the disputed islands. Those cities have to be defended but hopefully the others will be occupied by expanding themselves.
Thanks for that. My question was (obviously) a bit tongue-in-cheek, but I do I think was a fair question to ask. As you said, your problems are (a) no obviously weak neighbours and (b) Joey - I'm getting the impression that the GL could be a big deal on this map. I guess it's important not to stagnate, and hope that a window opens. I liked your analyis of what might be possible if some one does slip up or get unlucky. The Zulu may look like a better target as Impi's lose their relevance.
It may have looked easy, but that is because it was done correctly - Brian Moore
We`ll probably have to create a window of opportunity for ourselves by going straight for an important military tech. We could be lucky in the sense of one of our direct neighbors being attacked but we can`t rely on that. Greece is indeed our problem number 1. Maybe we can have friendly relations with dtay in the future. The thing about impis is that they stay relevant for a very long time. Even in the Medieval era they can so to say shadow our 2 movers. That`s a big problem if we`re planning an attack on him. Knights will have odds on impis but they can still cause a bit of problem if he`s got enough of them.
I won`t get to the turn quite yet (will play in about 4-5 hours). As all the others have played their turn there`s a double turn awaiting! As long as no one is attacking us.
As all the other players have finished their turns, I got to play a double turn. A lot of important decisions had to be made. On turn 92 Krill had a big score increase. He finished... the Statue of Zeus! Oh well, we weren`t going for it anyway, and it`s better that Krill got it than, say, Joey.
The worker S of Oghul Qaimish finished the chop, the monastery is done and the city is now working on an archer. The plan is to let the settler finishing in Borte this turn hop on the galley in Oghul Qaimish next turn and immediately set sails for the plains hill on the western sea. (It cost us two forests in Borte`s bfc, hopefully it`s a good investment). Btw, I`m serious about the need for rapid expansion on the islands. The other players are certainly targeting them as well and we can`t allow Joey to get a foothold out there. Incidentally, he can see our galley and put two and two together but I don`t think he`ll beat us unless he`s got a settler ready now.
On turn 93 we built our 10th city, on the marble! That means we`re equal in city count with dtay and Gavagai in the lead. Of course, the others are right behind on 9. It`s still a good sign that no one else has a lot more cities than us atm. Our tech rate just got a whole lot better as well. I still think we have a chance of an eot 95 Currency if we work some commerce heavy tiles.
The workers on the gold island cut down the forest. Radnashiri is now 1 turning a monument but could build an archer or continue the Granary instead. Muqa`s finally started a Lighthouse now, it could be sped up with a chop. IN the NW dtay has a worker/settler pair. Don`t know where he`s settling next. It could be a border city near us.
Graphs and demos: Someone has a pretty high gnp of more than 150! When we get Currency it`ll probably not be so scary anymore. Turn 93 was a very, very good turn for our demos, we`re catching up with the leaders it seems!
Krill is in a really great position here. I do agree with the "better him than GJ" sentiment though!
Just double-checking: Does Nambui have 'Avoid Growth' turned on this turn? (To store extra food in its granary...) Note it's going to need more culture before long, as its second ring will be competing with State of Zijin's third ring. Nambui will get 2nd-ring borders before State of Zijin gets third but then if we don't put any more culture into Nambui, GJ will be getting four times our culture per turn on those tiles and will quickly take them over around T110 even if he doesn't put any more cultural buildings in the city. Getting a missionary down there would be very helpful, especially since it's far from Muqa and not likely to get a natural spread.
(August 8th, 2017, 10:31)JR4 Wrote: The worker S of Oghul Qaimish finished the chop, the monastery is done and the city is now working on an archer.
Do you think it would be safe to build a missionary instead? We'll have an axe/spear pair in the city next turn, so the archer that's already there can board the boat (if that's what you wanted to do with the archer that's currently being built there).
Quote:Btw, I`m serious about the need for rapid expansion on the islands.
Manifestly! I'm looking forward to seeing how much of that land we can grab!
Quote:The workers on the gold island cut down the forest. Radnashiri is now 1 turning a monument but could build an archer or continue the Granary instead.
I recommend the Granary. I don't see any urgency in popping Radnashiri's borders, and if we want another archer out there, I'd rather get it from a better-developed city with a barracks. (I'd go Granary - Lighthouse in that city.)
Quote:Muqa`s finally started a Lighthouse now, it could be sped up with a chop. IN the NW dtay has a worker/settler pair. Don`t know where he`s settling next. It could be a border city near us.
I'm not too concerned. I believe Chubei gets its third-ring borders in about two more turns, so it's always going to own its BFC. I also think dtay has better settling options than our boder region - but we'll see!
The 150+ GNP is probably Krill. He's got culture from two high-culture wonders and a holy city, and we're assuming he also has Currency (from the Oracle) plus he 2 culture from Terraces and cheap barracks in ~every city. If he's researching something with multiple arrow prereqs (like CoL) at 100% science, that would account for part of it as well. All that said, coming full circle to the start of this post, Krill is in a really good position.
Wait, no, the cultural situation is worse than I described: State of Zijin now has a library. Nambui is going to need more culture urgently, and it'll even be important to get Buddhism into Toregene, though that doesn't carry the same urgency. We're going to need a lot of missionaries.
I logged in to make a couple of changes. I forgot to turn Avoid growth ON in Nambui because I only had a brief look at the micro plan and played a double turn. Good catch. Radnashiri will continue its Granary. It`s really short on good food tiles so the Granary will speed up everything nicely once completed. Muqa could perhaps slip in a military unit or two after the Lighthouse is done.
Joey, annoyingly, is building a lot of cultural buildings in State of Zijin. We have no choice but to answer it. Well, maybe we started the cultural war, but that`s another story! I left Oghul Qaimish building an archer. My thinking is that having a third unit there is good for deterrence. Joey has four good defensive units in his city and that archer is going to make me relax a bit about the border. I agree that building more missionaries is a priority. Chubei is training one right now and Oghul Qaimish could whip out a missionary shortly after the archer is finished. (It`s about to grow into unhappiness, so it won`t cost us a lot). Nambui wants to go for a Lighthouse after the work boat is done but we might want to get out a Monastery asap instead. Losing the third ring tiles won`t be an immediate disaster but we`ll have to get the tiles back soon.
Btw, Chubei expands its borders in 7 turns. We`re making 5 culture per turn.