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(spoilers) Trying something new |
Posted by: superdeath - April 2nd, 2020, 00:58 - Forum: Pitboss 49
- Replies (176)
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No players, But i welcome ALL THE LURKERS to decide my pick choices. If i get no lurker involvement ill obvious choose something myself... but i recently read the setup to i think it was... pb30? Anyway, i really liked that idea.
Saved for easy access.
THE ALTERNATIVE MICRO
basically, instead of a workboat, build a worker, and the second settler goes to some other location, presumably in Ruff's direction. I think that makes things worse by 2 turns, but it allows a worker to go and pasture the pig of the second city, which would otherwise have a slow start...
So, here we go.
Same up to turn 31, start a worker.
Send worker to the pig on turn 33, plant new city.
Worker complete turn 36, send 1E, start settler
Turn 37 - Slavery switch - suboptimal, but whatever, we can resolve this later.
Turn 39 - the worker on the pig goes 1SW to mine a shared hill between rome and city #2. Chop is in.
Turn 40, start mine, move worker 1N from the hill above the fish.
Again, turn 42~ is when priesthood is done, we start the pottery.
Same time, warrior completes in city 2, start on another worker.
Send settler built on turn 43 in capital to the copper/oasis site.
Turn 44, start road below city #2
Turn 46, plant city.
Turn 49, we should have 3 mines around capital now, switch from corn to the 3rd mine for a turn 52 oracle.
Start a cottage with 1 worker. Our other wqorker has been build roads, and we shouldve gotten another worker by now to connect copper
Start on a granary in city #2
Frankly, not sure this micro plan is that optimal either, the cities are low pop, however the worker turns are much better,
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Wizard Pact Territorial Violations |
Posted by: massone - April 1st, 2020, 22:37 - Forum: Caster of Magic
- Replies (19)
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I have found the accidental territorial violations on Wizard's Pacts to be extremely annoying on larger maps. I spend far too much time trying to figure out exactly where I violated the territory, only to get the Pact dissolved anyways because I accidentally violated it somewhere else. The problem is not the 3-turn limit, it's the distance limit. 2 squares, especially the diagonals, is impossible to manage when there are so many cities packed tightly on the map, shared tiles, and the AI settling everywhere with extreme border gore.
I'm okay with giving up nodes when forming a pact, and even empty Floating Islands counting as violations because theoretically there could be invisible units there even though the AI sees invisible units anyways, but all these accidental violations are really frustrating. After getting warned and trying to respect their territorial integrity, giving away two nodes, FAILING to get all of my troops, I reloaded from backup on the third turn, spent over half an hour checking 26 towns one by one to find where my violations were, and moving more of my units away, only to find that I had STILL violated it somewhere else in a new move, even after THREE reloads.
I suggest that the 3-turn limit needs to count individual stacks rather than the whole map so that if I move my unit away, the AI should recognize that I've done as they asked. This is probably quite difficult to program though, so maybe there can be a warning when trying to move a unit into a territorial violation, and there should especially be something to prevent the automatic path-finding from ending the turn on a violating square mid-way through for long distance trips. At the very least, diagonals should stop counting as violations, they are the hardest to notice.
Otherwise, the whole territorial violation mechanics should be reconsidered, as it's making me not want to bother with Pacts, period, with anyone except someone in a nice corner of the map where I can clearly see where they are and avoid them. It's just too frustrating trying to micromanage this with an AI who owns towns all over the place. It's especially annoying because I'm not even the one who wanted the Pact in the first place. I didn't want the hassle when the AI first offered it to me, but then they surprisingly offered me a thousand gold for it, and I decided it wouldn't be too much trouble since I didn't plan to make war on them any time soon. Yet I was proven wrong. The micromanagement hell was not worth it.
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[SPOILERS] Cornflakes PB50 - Social distancing on a tiny island |
Posted by: Cornflakes - March 29th, 2020, 19:09 - Forum: Pitboss 50
- Replies (45)
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Here we go! Slow to post a thread since I was working on finishing the map. I’ll put more thought later but for starters ...
Why pick location first? Biggest reason is one start has bacon while the others have cereal. I want to know my start first before locking in Civ. Why start 2? I think that production is going to play a more deciding role than Commerce on such a small map. The two northern starts have more hills, while the southern starts have flood plains. I was actually leaning towards start 1 since it has 2 early luxuries, and also more islands. But since Yuri snapped that up quick that reinforced my decision to pick starting location first and lock in #2. I’m aiming for Babylon with my 2nd pick. Undecided on the leader, probably CHA/something for the boosted happy cap for larger early capital. Maybe CHA/PHI since bulbs are comparatively more powerful in a weak commerce situation.
Scooter’s Pericles (PHI/CRE) I think is a double mistake. First I think taking a leader with then #1 overall pick was the wrong. I think Scooter should have locked in either start or best overall Civ, and taken the other with his 2nd (5th overall), then fill in leader at the end. [edit: as-is if Superdeath doesn't pick a start, then Scooter will either pick a civ without knowing whether his food will be grain or meat]. I feel like traits are the most balanced and therefore the dropoff from #1 to #4 leader is the least. I think CRE is overrated on a tight setup, especially in a One City Challenge situation with most of the center tiles worthless desert.
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AI Fog of War |
Posted by: massone - March 29th, 2020, 13:16 - Forum: Caster of Magic
- Replies (3)
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I was under the impression that the AI was subject to Fog of War rules when attempting to cast curses like Raise Volcano. However, in my 5.75 game, The Myrran Wizard just used Warp Node (I can tell it's them because of Detect Magic showing it happening on their turn) on half my Arcanus nodes even though they haven't been anywhere near those places, nor have they cast Plane Shift at any point after I opened the first tower, and they haven't opened any other towers either. Is this working as intended? Why can they do this?
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Base BTS Game |
Posted by: Mjmd - March 28th, 2020, 20:58 - Forum: Pitboss 51
- Replies (404)
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Not sure I'm the right person to throw this out there, but some green person has to! I've been lurking the forums here for over a year. Loved lurking Pitboss 44 and am still kicking myself I was too shy to sigh up for PB88. Wanted to know if there would be any interest in a standard BTS pitboss game? Thinking similar settings to Pitboss 44.
Figure with everything going on there might be some interest and maybe there are more people like me who feel intimidated by all the mod changes. Or just keep getting crushed.
1) Settings:
Fractal Pangaea with lots of lakes that looks kind of like a fritter...
Monarch level
mapsize and other settings at mapmaker's discretion. Only request is balanced starts. Rest can be natural like 44.
No villages, events, vassal states, technology trading.
Normal barbs
All scout and no war until 25
2) Bans:
AP resolutions, blockades, active espionage (espionage is enabled in settings but no spies can be built; no limits on Great Spies), nukes, War Elephants, city and unit gifting (including city transfer as a part of a peace treaty).
GLH, SoZ, Corporations.
3) Rules:
AI Diplo. No communication with other players in respect to in-game events other than offers in trade window. No use of texts, city names, unit names, numbers (specific amounts of gold) to communicate.
Otherwise, please follow etiquette rules as described in this thread: https://www.realmsbeyond.net/forums/show...p?tid=7311
4) Pick method. Point-based snakepick; no duplicate picks. Everyone is limited by five points, features are priced as follows:
4: FIN
3: EXP, CRE, India, Inca
2: SPI, IND, ORG, IMP, China.
1: PHI, Agriculture Civs
0: CHM, AGG, All other civs
-1: PRO
Picks are done blind, before seeing starting positions.
Note: I would say mapmaker can edit point values based on map if applicable. I just copied most of this from 44 
Signups:
Mjmd
El Grillo
Giraflorens
GeneralKilCavalry
Superdeath
Vanrober
Amicalola
Lazteuq
Plemo
Ramkhamhaeng
Dedlurker:
Charriu
Irismono
BaII
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