Posts: 18,043
Threads: 164
Joined: May 2011
Will Cash Cow pop borders in less than four turns? If not I'm not clear how it screws your scout's escape.
January 8th, 2013, 14:16
(This post was last modified: January 8th, 2013, 14:22 by Viqsi.)
Posts: 305
Threads: 2
Joined: Oct 2012
(January 8th, 2013, 13:58)Commodore Wrote: Will Cash Cow pop borders in less than four turns? If not I'm not clear how it screws your scout's escape.
The three tiles immediately to the east of the six already discovered would also be taken by the city. That's how.
(Related to same - it just occurred to me that it's not entirely clear that that shot was taken BEFORE I moved my scout. That's how I may or may not have visibility next turn - I dunno if lake visibility works across diagonals.)
Posts: 18,043
Threads: 164
Joined: May 2011
Posts: 6,079
Threads: 55
Joined: Apr 2012
(January 8th, 2013, 14:16)Viqsi Wrote: (Related to same - it just occurred to me that it's not entirely clear that that shot was taken BEFORE I moved my scout. That's how I may or may not have visibility next turn - I dunno if lake visibility works across diagonals.)
You could see into Cash Cow from either S, SW, or SE of that 1-tile lake south of the city. You could also see into it across the clams from the tile 2NE of the city, but not from any of the land tile to the west or northwest near your scout.
Posts: 305
Threads: 2
Joined: Oct 2012
(January 8th, 2013, 17:11)Cornflakes Wrote: (January 8th, 2013, 14:16)Viqsi Wrote: (Related to same - it just occurred to me that it's not entirely clear that that shot was taken BEFORE I moved my scout. That's how I may or may not have visibility next turn - I dunno if lake visibility works across diagonals.)
You could see into Cash Cow from either S, SW, or SE of that 1-tile lake south of the city. You could also see into it across the clams from the tile 2NE of the city, but not from any of the land tile to the west or northwest near your scout.
Coolness. So I should have visibility next turn. (My scout's actual current location is 2W of the city.)
Posts: 305
Threads: 2
Joined: Oct 2012
T49: Well, there (potentially) goes THAT theory:
Undefended by anybody. Harrumph.
While I'm here, though, two things. For one, that pasture on the sheep is brand-new (woohoo, congrats). While noting that, I suddenly said to myself, "self, wasn't Broken Bones population 2 last turn?" And I replied "hey, y'know what, you're right, it was."
Everybody else's capitals will expand borders next turn - if they haven't already (it's conceivable one of our religious nuts could have gotten a spread to their capital and thus a boost of a turn or two).
Speaking of whipping second cities, though...
Probably should have done this last turn (would have grown it back the turn after), but I have a lack of confidence in re: my ability to plan like that. Besides, there were lots of distractions last turn. The overflow's going into a Work Boat for exploratory purposes because I simply cannot help myself.
Myst, in the meantime, is putting one turn into an Axeman - next turn I'll have 5 pop and the ability to build Libraries. (Would much prefer to have that one turn into the Library itself, but oh well. This is my inability to micro well. "I'm using the word hate, here."  )
As for the Roamin' Warrior...
...one of our friends from two turns ago is back!
Is he headed towards me or Sareln? For my part, I'm headed towards Sareln; my warrior moved NE after this.
Nothing new in the turn log (most notably, there's no declarations of peace), but going through the diplo screens reveals...
...that Hydra's got a city so new that he forgot to stick to his naming convention.
Demotime! The spreadsheet has been updated. Stuff! - Azza is up 2 points. So evidently he whipped BB the same turn he got a new tech. Avg soldier count for rivals is up about 500 (2000 points added), but I have no way of knowing if that's connected or not.
- Hydra's new city has 6 land tiles.
- Fintourist also adds a new tech.
- Sareln also appears to have added a pop point to one of his cities. (Top 5 Cities screen shows it's actually Dill, his second city (and Holy City) - not his capital!)
- There's been a general shift away from GNP and into manufacturing. Hmm.
I think I'm going to want to do a Survey Of The Known (And Unknown) World next turn or something.
January 10th, 2013, 11:45
Posts: 305
Threads: 2
Joined: Oct 2012
T50: Well, now. This could be interesting.
Once again, turn order is Azza, then me, then Fintourist, so Azza's warrior here could very well have been chasing this Scout all along. Said Scout has been headed in my direction. So I may get to see a small battle on the edges of my realm in a few turns. (The war is still ongoing; nothing new in the turn log.)
Makes it potentially awkward, tho, because I'm about to offer Azza open borders, and he just might be headed my way with a warrior while I only have one of my three cities guarded!  If I turn my exploring warrior around, though, that may clue him in that I'm worried about that. This would be suboptimal. However, if he does charge towards my borders, the soonest he can get there is in 8 turns (that puts him just outside Myst's cultural boundaries. From there it's 3 turns to reach Myst (already guarded), 4 to reach Mechanical, or 6 to reach Riven.
So I may want to have a Warrior queued in Mechanical after the granary just in case, but other than that I'm probably fine. Probably.
Having worked that out, I continued with my exploration, and... oh, hey, another friend!
Hi, Hydra!
Meanwhile, further west, the path has closed in behind my Scout, as expected:
Moved to the tree tile, and sent an Open Borders offer to Azza.
Mechanical's silver mine is now under construction:
Looks like it'll be done just in time for my city growth. Hooray for accidental micro! 
Mechanical's borders also expand next turn.
The rice farm north of Riven was finished last turn, so I have a worker to order around. Opted to road the rice farm. After that he'll go build a mine, either near Myst or next to Riven.
My researchers *were* beelining for Monarchy, but I abruptly changed my mind and am going after Sailing first. Mostly because if I start getting opportunities to use this Open Borders thing for actual commerce, it'll be vital. (And that's one of the few ways we can diplomaticize in this here shindig...)
For demographics, the spreadsheet has been updated. Sareln's capital is size 4 also, now, and I have a commanding score lead thanks to land tile control. Which means that folks might be casting worried looks in my direction. Hrm. I just might go ahead and start that banter thread.
And I promised a Survey Of The Known (And Unknown) World with my last post. Bother.  So, here's my map of the world: (warning: bigger than usual, even for the size of pics I normally produce)
Azza has been definitely located. So has Hydra; he's in the southwest between me and Azza. To the best of my knowledge Fintourist and Azza are neighbors, and Sareln and I are neighbors. (Working on getting more info along those lines.)
Oh, and there's a PNG version of that if anybody, for whatever reason, desires slightly higher quality - just change the .jpg in the url to .png. Same canvas size, bigger file size, no compression artefacts.
(Actually, that's true of every single screenshot I've posted before and since in this thread. I keep posting jpgs mostly to save on bandwidth on the family webserver.)
Cities Of The World: - Sareln of the Roman Empire: Cayenne (capital, size 4), Dill (Buddhist holy city, size 4)
- Azza of the Annoying Allies Of Alliteration: Ambling Alp (capital, size 2), Broken Bones (size 1), Cash Cow (size 1)
- Viqsi of the Pho'ni Empire: Myst (capital, size 5), Riven (size 2), Mechanical (size 1)
- Fintourist of the Ottoman Empire: Ace (capital, size 3), Roland Garros (Hindu holy city, size 1)
- TheHumanHydra of the Numenorian Empire: Armenelos (capital, size 4), Romenna (size 2), Madrid (size 1)
(yes, Hydra hasn't renamed that third city of his. Go figure.)
Interesting that (for now, at least) every heathen civ has 3 cities and every religious civ has 2. Wonder how long it'll take for that to change.
I'd try more detail (try going through techs again, for example  ), but I have to go work on other things.  Maybe I'll also throw in demographic graphs when I get the opportunity.
January 11th, 2013, 20:38
Posts: 305
Threads: 2
Joined: Oct 2012
T51: First items of business...
The most obvious thing to notice is that The Oracle has been built. The Top 5 Cities screen helpfully pinpoints its location as Cayenne, Sareln's capital.
I also point attention to the following three details: - The war is still ongoing. No announcement of peace.
- Mechanical's border expansion means I now have the option of a trade route with Sareln. Obvious conclusions: 1) Dill is a coastal city (hardly a shocking conclusion), and 2) he's got Sailing.
- Azza accepted the Open Borders proposal.
Relevant to that last...
There are two dark spots on my map of Azza's territory, and I do not know where his Copper is, assuming he has any. I could send my Scout over to defog those.
Two thoughts came to mind, though: - That's a good way to seriously worry somebody, especially considering the amount of exploring I've already done, and
- I need to get my Scout checking out other places PDQ anyways.
So I opted to just have him leave. It's going to be rare enough to have the opportunity to be nice, anyways, and I want to be a nice neighbor.
Anyways! Since Sareln and I can do trades, let's take a look-see at trade options:
Two fishies? And gold? Lucky guy. Still only has two cities, though. Unlike someone else I could mention...
Welcome to the Three City Club, Fintourist. Hope you enjoy it here.
In any case, I'm considering whether or not I want to propose Open Borders to Sareln as well. Actual benefits other than the ability to roam around are possible (mmm, international trade routes), and a defended flank if ever I do decide to annex Hydra would be nice. Holding off for now, though, 'cause finishing The Oracle does make him kind of notable competition, and frankly I'm not sure how these trade routes work. If I decide to do that, though, I'll probably want to do so next turn, before my Warrior gets in his face.
Back at home... the bones of slaughtered slaves will serve as a nice foundation for our hallowed halls of learning and enlightenment, don't you think?
52 hammers of overflow! Now how much of that will actually carry over?  For the time being, I'm going for a "worker in one turn" arrangement, on the theory that it'll all carry over and be subject to a 25% production boost that can go towards a Settler next. But I have no idea how this stuff actually works, so we'll see.
Riven also does a minor tileswitch, from the rice farm to the crab nets. It's a difference of 1 less food but 1 more commerce, which doesn't delay its growth but does help me keep Sailing moving along quickly. I have been HORRIBLY tempted to double-whip it to get the Work Boat out and exploring quickly, but I've restrained myself. I'm already being silly enough building it at this phase to begin with; no need to compound the madness.
In demographics, the spreadsheet has been updated. Changes for pretty much everybody! - Sareln, as previously noted, built the Oracle (thus gaining the wonder and a tech). He has apparently also whipped Dill down from population 4 to population 2.
- Azza's capital of Ambling Alp went from size 2 to size 3.
- Fintourist's capital of Ace is now size 4, previously size 3. He also has added the new city of Chip 'n' Charge, thereby continuing his trend of being my only rival for whom I have no earthly fucking clue what his city naming scheme is.

- Hydra's second city of Romenna is now size 3, formerly size 2. He also added a tech this turn.
Also, I seem to have somehow ended up in second place in land area. How the hell did that happen? ![[Image: whaaa.gif]](http://hfboards.hockeysfuture.com/images/smilies/whaaa.gif) Did Fintourist and Hydra's capital expansion really make that much difference?
Oh, and folks are back to doing research again; I'm more firmly middle-of-the-pack in GNP. Hopefully grabbing the Library and silver mine next turn will help that.worker in one turn
January 11th, 2013, 21:12
Posts: 6,141
Threads: 10
Joined: Mar 2012
all your whip overflow should carry over, why wouldnt it?
Please don't go. The drones need you. They look up to you.
January 12th, 2013, 11:42
Posts: 305
Threads: 2
Joined: Oct 2012
(January 11th, 2013, 21:12)Bigger Wrote: all your whip overflow should carry over, why wouldnt it?
100% production bonus on the Library for being Creative; otherwise it'd ostensibly just be 26 hammers. I have no idea if the "bonus" hammers stay. I feel like they ought to. But I've been tripped up by silly "no, you don't get to minmax like that" stuff in the past.
|