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[SPOILERS] vanrober learning from GKC far from home of each otherr

About the bear. Before barb animals attack they do roll a check if they should attack or not. I think it's a 10% chance they don't attack, but don't pin me down on that number.
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(September 11th, 2020, 03:31)Charriu Wrote: About the bear. Before barb animals attack they do roll a check if they should attack or not. I think it's a 10% chance they don't attack, but don't pin me down on that number.

Then this time RNG loved me hehehe
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Hopefully there are some horses east.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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Turn 16-17

Yesterday was a busy day, some family come at 20:00 so we dinner at 21:00 and we were jsut talking till 1:30 when i noticed i was holding the turn for everybody and people usualy plays in my night time so i played it but didnt have the energy to post anything. And forget to make the screenshots.

So the turn 17 started and played right now. The information didnt change much between turns so you wont lose much.

Moved the scout and there was a lion right next to it, i was not really worried because 75% of defence tile and 200% of scout, but it came a bit unlucky because it has 0,7 hp, so it will be turn wasting to heal it up.

   

Moved the worker made 1 turn road and next turn going to the sheeps

   

Also looking at demos, that keep showing im last on gnp but having some better food since i got upgraded the corn, and only beats me the one with 2 pop i believe. Next turn it might change.

   

But im worried because Naufragar got 4 of strength and im building a scout, if he comes to me with 4-5 warriors i dont know if i would be able to do anything, is it that possible? should i start making warriors and forget about making the planned strategy for those 42 first turns?

   

It shows im better on power but i am still worried.
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Turn 18

Im getting scared of naufragar right now and decided to move a bit the scout to another 75% defense tile in orther to see where the hell is he and if there is some units coming.

   

Went to the pasture tile with the worker.

Looking at demos there is someone with a lot of soldiers spike, it might be a tech but maybe some units to rush someone, not sure. Still bad GNP and 2 on prod and food.

   

There is only 3 civs with capitol at 2 pop, and we are one of those. On the next turn the second scout is out and i will start the settler for the 2 spot.

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Graphs of prod, power and gnp. Im better in food, but forgot to make the screenshot.

   

About espionage, Naufragar found a second neightbour in turn 15, since at turn 14 we had 40 EPs each, and now we got this diference. So he didnt find the neightbour with the scout that is on my east, it should have been other way.


   


Dear lurkers, im not sure if this way of posting with all those spoilers are good for reading, but i feel like if i dont use them every post will be soo long. If you feel there is a better way of doing it just say!
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Turn 19

So now we have 2 scouts and i ll search a bit east, working on settler adn working the 1-2 forest to get better production coz of imp, but we lost 1 gold so our gnp sucks.

I ve been thinking about where Naufragar should be and i gues he should be in the north east, so moving the scout there next. I will risk at 0.8hp i think. His power is not increasing so i guess he is not coming for me since i have more power still, its true i got more tech that gives power, but warrior rushes should manifest somehow a increased power.

This is the land my scout saw, moving to the forest NE next.

   

This is demos

   


This is gnp, prod and food of nau


   

And finally i ve been thinking in the dots for cities, and im still unsure, but i think it should look like this. Please tell me if there is some better places.

   
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We want one of our scouts to return and defog near city 2. I think city4 should be 1 tile north-east. Otherwise, I like those dots. City 6 should probably grab the two cows.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(September 14th, 2020, 10:35)GeneralKilCavalry Wrote: We want one of our scouts to return and defog near city 2. I think city4 should be 1 tile north-east. Otherwise, I like those dots. City 6 should probably grab the two cows.

The scout is in the sheeps tile, and will go to survive vs the lion on next turn i believe.

The city 4 i thought that would be the point because there is some more fish down that wouldnt take if i set the city there. You can see the spot better in the turn 8 report (Page 8). If you still think the city 4 should be in your spot, please explain me because i dont get it.

The city 6 that you were thinking i had it too in mind, but i feel it has little food, maybe we should farm a grassland tile? not sure.

What turn you feel having those 6 cities should be already late? I ve played some sims and rushing them kind of crush the economy.
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I would consider skipping city 4 in favor of city 5 - it might help the economy more.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(September 14th, 2020, 11:24)GeneralKilCavalry Wrote: I would consider skipping city 4 in favor of city 5 - it might help the economy more.

Yeah it might be better. 

Also ive been thinkng about getting mids with that stone in a 7 city, might be too late?
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