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[spoiler] Civac fixes it (again)

I think we need sailing to get pink and capital connected.  It would also connect (via river) copper once you road & mine the copper tile.

The pig / cow city is nice ... but so are spears and axes.

Farmers gambit is great ... as long as you have the ability to a) not attract attention and b) defend if push comes to shove.
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Amicalola is quite far away I don't see an attack coming in before our 3rd city is online. We will have his graphs soon too.
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True. I am ok with pig / cow next ... and then copper city.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Do we need two warrior to take the copper city? We can deal with barbarians using the free win mechanic Charriu introduced. But if there is a warrior from Amicalola the situation could be dangerous.
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Go SW on the hill? There is some danger associated with that move. Amicalola possesses a warrior. I'd rather not lose the scout. It can function as an early warning outpost against warrior or chariot incursions.
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no real opinion ... move back and defog those tiles between them and us and then park him in that direction to watch for incursions?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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It appears hammer decay works differently in Pitboss games than in my sandbox. We lose 2 hammers (1 to decay, 1 to bad rounding). Fortunately, micromanagement can be adjusted.
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It shouldn't. 10 turns and it starts to decay. I believe this mod includes a warning about that.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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I could keep the warrior consistently out of the queue for 11 turn in the sandbox. It's not bugged either. On the 12th turn it would decay but not before.
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We fell to last in score. Foodhammers are also average at best. I believe that is a consequence of the work boat start. Could be my lack of ability too I suppose.

   

Farm is done, switching back to warrior which lost 1 hammer. This is only relevant 3 builds down the line. But we can fix it by depriving the second city of the cows for one extra turn.

What about the scout? My preference is to move it a single tile SW (and go back if there is anything more threatening then a wolf).

   
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