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Intersite Game - Turn Discussion Thread

Well two obvious ways to figure out what happened:

Fish for info via diplomacy
Set up a pitboss sandbox and check
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No, I don't want to see the German team die to WPC. I want to see the two of them stalemate: no cities change hands, lots of units die, both of them too weak to do much expanding as we clean up all the goodies on their border. The German team will still die, but it'll be our team that kills them and takes all their cities. biggrin

[Image: ISDG-271s.jpg]

I read through all of your suggestions, and I still couldn't let that barb warrior live. Safety comes first in my opinion - fishing for more experience on a unit with only 4 XP just isn't worth the hassle. There was no guarantee that the barb would move onto the copper, and even if so there was a modest possibility that we could lose our axe (we would have gotten 95% odds or so, really good but not impossible to lose). I didn't see it as being worthwhile. I want that axe over in Gourmet Menu so that the axe in there can go on a deep scouting mission throughout the south. Lew (the 3 XP axe) is probably our best shot for a Heroic Epic unit anyway. He should be out there in the wild for quite some time to come. Anyway, barb is removed and Wyn is heading over to the west. Aside from the barb panther, there are finally no more visible barb units.

I also reconfigured our cities as requested. Adventure One on the plains hill, Horse Feathers on the grassland cottage. (I think I would still rather have the commerce, but the group has spoken!) Focal Point swapped to an axe.

[Image: ISDG-272s.jpg]

Here are the Demographics after the switch. Everything will look vastly better next turn when we grow 3 pop and plant city #6, trust me. And I'm a big fan of regrowing pop ASAP after whips, even if it means not working a high production tile (copper) or commerce tile (gold) for one turn. Better to get to a higher population and work more overall tiles. Debatable, obviously, but population does equal power in this game.

Side note: CivFanatics has discovered Monotheism and founded Judaism, but has not adopted Organized Religion civic yet, despite being Spiritual. Weird. German team is only slightly below us in overall power, and we are well above average. If WPC thinks they can conquer a bunch of cities, they may be in for a surprise.

I know that kjn has been away this weekend and hasn't had time to write up this turn for C&D; if the turn is still sitting around tomorrow, I'll see if I can put something together on that.
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Which axe is Lew?

I would send the axe in GM out scouting as soon as it's healthy - the city can be ungarrisoned for a couple of turns, the scouting axe will see any incoming bogeymen.

The only two reasons I can think of for CFC not to adopt OR are:
- They're not building missionaries nor infra atm. and want to save on civic upkeep.
- They have another civic incoming and don't want to delay that revolt.
I have to run.
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Lew is the guy in GM right now AFAIK. It definitely needs at least one turn to heal before being sent out.

CFC is probably continuing onto Monarchy...although I doubt they can research that in 5 turns.
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Does the spear go NW next turn to complete unfogging the trade route to the Germans? Or do delay this (Sailing is not in anyway) and have the warrior do that job?

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Safety first.

The river won't give us a trade route with the Germans until we get a road to the river in the first place. What we can do quickly is road the tile 1NW of the gems, which is just outside German borders, once the gem mine is up.
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That still requires that the road connect to the river or another road. It would be smarter to just road the banana which would connect the city to the river.
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(November 26th, 2012, 02:21)NobleHelium Wrote: That still requires that the road connect to the river or another road. It would be smarter to just road the banana which would connect the city to the river.

On the other hand, the road gives a guaranteed two-way connection, which the German team has an interest in. AFAIK, the Germans don't even know Fishing yet.

That said, when looking at the map, I think the spear can move 1NW-2SW, ending up on the gems and uncover a good amount of tiles that way.
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Why does that matter? We will not earn any brownie points for connecting their trade routes for them. The road method requires that they build a road or that we build it for them. Building a road to the edge of their territory doesn't do anything.
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I believe that our next city should go on the desert hill E-E-NE of Mansa's Muse, which is on the long river. This will give us an easy trade connection to the Germans once the river is defogged. Our warrior is going to keep following that river and finish defogging it as soon as Tree Huggers is secured. It should be done before we finish researching Sailing tech. I will post more about this in the upcoming turn report.

Now if we could just get a new turn... cry
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