Oh yeah. I rushed the report but there are two workers coves by a single warrior on the wheat. That's what I meant
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As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[SPOILERS] Pindicator as Qin Shi of China - Boring Ol' Vanilla
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Oh yeah. I rushed the report but there are two workers coves by a single warrior on the wheat. That's what I meant
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Turn 048
City #3! Pasture finishes next turn, then we'll put a turn into the wheat before moving on to other projects. Looks like someone has been having some difficulty with barbarians... Out west it looks like Cyneheard misclicked. Or maybe he doesn't want to mine his Gems...
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Turn 051
Cyneheard has been posturing very aggressively towards my scout, trailing it with warriors despite the forced peace through turn 51. So on turn 50 when I began my return home, and found him positioned like so, I feared my scout was done for. They who had been to the ends of the earth, yet now on the return home the Egyptians were waiting like cowards to prey on them. They hounded and tossed insults at our brave men, shadowing them for days as they roamed the waters of the west. Left with no options, the scout took the only route possible. It grasped at a gossamer hope so thin if you turned your head just a little it would disappear in the sunlight. The captain of the scouting party ordered his men south: He would lose the Egyptians in the wild forests west of their capital, where he promised them that they would be home faster than they could imagine, and no Egyptian would catch trace of any sign of their passing. The men thought him mad, but followed with grim resolution. The captain swears he could not find the path again if his life depended on it. Already the tale of it has taken on a life of its own among the company. Some say they found an underground tunnel that led them from one side of Egypt to the other. Others claim the gods of the land had so favored them that they were able to walk in open during full daylight and the enemies' eyes were turned away. Others refuse to speak anything of it at all, simply shaking their heads and smiling as if they still cannot believe their luck. But they all agree that the captain knew how it would end all a long, and to a man they will follow him now wherever he should call them to go. They know they are close to home now. And although there are reports of wild men roaming the vast empty spacies of world -- as wild and untamed as the Egyptians but living under no banner of their own -- the men know their captain will see them safely home.
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Okay, that was cool!
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Bravo!
Telportation has never been so dramatic... or wierd. why didnt your phase in to that 1 uncultured tile? odd. (May 19th, 2014, 21:37)Commodore Wrote: Okay, that was cool! (May 20th, 2014, 00:21)Ceiliazul Wrote: Bravo! Thanks! It was either SevenSpirits or T-Hawk who solved that quandry (possibly in scooter & my PB8 thread when Commodore attempted a planned teleport that didn't go quite as planned ). But the answer is all the tiles around the scout are given a value corresponding to distance teleported and weighted by distance from the capital. So it is very hard to teleport a unit away from your lands, but a lot easier to teleport towards. In this case, I had no idea if it would work or not. But I knew there was a shot because a lot of the surrounding tiles would be in Cyneheard's culture. Turn 052 We have sight on a city of WilliamLP's. It's safe to say that any designs of grabbing that hut I caught sight on all those turns ago are long expired. Our workers have moved away from Tandem back towards the core. We're adding another cottage to the capital before moving on to improving city #4. Meanwhile Scales is making our fourth worker -- although I have somehow fallen a turn behind the plan (again not folloiwing my own plans!) and the worker will be later than anticipated. I think I dumped the overflow from the last worker into something other than a worker here. Oops. These are the next 3 cities I would like to grab, although 'C' could go 1W or 1E of where it is marked depending on what Cyneheard does. I am also tempted to settle 'B' first and wait on 'A'. It's a stronger long-term site and it gets the gold first ring. But it probably is better to get the sheep & copper first to get the best pay-off. And expenses are not high at all on a huge map, making commerce not as pressing an issue as other maps.
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Turn 053
Don't do something you'll regret for the rest of the game... More importantly, don't do something that I'll regret
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Dodo Tier Player (May 20th, 2014, 00:21)Ceiliazul Wrote: Bravo! Bravo indeed! Quote:Telportation has never been so dramatic... or wierd. why didnt your phase in to that 1 uncultured tile? odd. Pin has part of the answer above, but units prefer to teleport short distances under normal circumstances unless it's a choice between teleporting a short distance ~directly away from or a (slightly!) longer distance ~directly toward one of your own cities on the same landmass. The rest of the answer is: Border pops happen - and initiate teleportations - one tile at a time! The Captain Wrote:We heard them approaching - not their soldiers, but their songs, rising up out of the south, drawing ever nearer. They were too many, and I knew we would be found. I could hardly have led my men away from our homeland, so we made a move of desperation: We slipped through the night through the waving grass of the very plains on which their warrior camped, not far from the elephant-trampled grasslands from which yet more songs told of their people. Yet still the singing came out of the south, and so we waded through the ocean shallows, past the elephant beaches, to the grasslands of the north, and waited until their songs arose once more, drawing nearer from the south. An extremely crude illustration: Borders pop in the order listed by the yellow numbers. As they reach the tile where the scout is standing, he teleports along the next numbered purple line, only to find himself in still-popping borders and forced to teleport again. He wound up teleporting six times in the course of his adventure! To confirm he took this path, you can check which tiles were defogged before and after the turn ended; the river plain and forest hill I've boxed in red were still shrouded before you teleported, but are defogged now, as they were briefly visible after the first and fifth(!) teleportation jump, (respectively) even though neither is visible from the Scout's final position! ... Now let's just hope that stupid spearman leaves you alone to tell further tales like this! |