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Intersite Game - Turn Discussion Thread

(December 11th, 2012, 17:46)kjn Wrote: No screenshots, shame on you, m_h!

I figured you would be right on my heels. I got the beginning of the turn demos, just in case.
cool

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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I have to go do my weekly YouTube Night LoL games right now - and why not watch along, if you're reading this message? - so I'll have to type up a full turn report later tonight. The turn actions are all done though; here are some further screenshots to go along with the ones posted by kjn:

[Image: ISDG-307s.jpg]

[Image: ISDG-308s.jpg]

Things are going very, very well for us. goodjob
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I guess the axe in GM has to heal this turn and move sw to protect our worker next turn.
I have to run.
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(December 11th, 2012, 17:59)Sullla Wrote: Things are going very, very well for us. goodjob

Ah! The power of the gems!
Well done, team.

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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I suggest we scout for Seven Tribes with the axe that's healing outside borders then. I'd rather not plant and then miss some marble just outside borders.
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Turn 77 - 950BC

Another turn, more barbarians to fight.

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Here is the north, where we have only the one barb still hovering around by Mansa's Muse. There's an axe playing zone defense halfway between Focal Point and Mansa to deal with that guy if he would move further into our borders.

Five workers finished clearing the jungle and then mining the gems. We had timed the capital and Mansa to grow this turn into unhappiness, which was then wiped out upon connection of those gems. Our second luxury resource, very nice. They also both double happiness with forges, so we will eventually want Metal Casting down the line. The axe moving up from the capital will be able to protect the workers from anything that might appear out of the fog, which allowed the spear to go out scouting again. I plan to move north again next turn onto the forested grassland hill, which should remove any last fogged tiles. We might even get visibility on the German city up there. It may be a good idea to send them a quick diplo message and let them know our spear will be poking around their borders to defog a trade connection.

Note that the German team still shouldn't have any idea that the city of Tree Huggers is there. All of the tiles between us are forested or jungle hill tiles, which block vision behind them. They may be in for a rude surprise later. I also like that they settled a jungle pigs tile that they have absolutely no way of using until they get Iron Working, which could be a very long time.

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Here is the southeast, where there is another barb warrior (surprise surprise) slowing making its way towards Focal Point. The scout moved forward another tile, still with no sight of CFC borders. There is another river over there to the east, however. We have the choice of moving south or east next turn; I would suggest moving south so that we can move along the coast and maybe reveal seafood resources down there for future dotmapping. We could also make the really risky play and move directly onto the desert hill, which will reveal everything but also kill our scout if there's a barb nearby. I do not recommend this.

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Here is the southwest, with yet another barb warrior incoming. Lew has moved onto the hill tile for vision, and cannot move again this turn. Wyn has not moved, and was supposed to go S-SE this turn for scouting, but we probably don't want to do that with the warrior incoming. I suggest resting in place and healing to full this turn, then seeing where that barb moves on the interturn. Let me know what everyone wants.

[Image: ISDG-307s.jpg]

This is the overview shot and tile micro for the turn. We are working 24 tiles this turn, all of them improved except for the ones at Horse Feathers (which is a bit of special case; we are running 8 production to get the Expansive worker bonus). The capital and Horse Feathers will be double whipped for their settler and worker next turn, both regrowing immediately on the following turn. Even better, Gourmet Menu and Tree Huggers are nearly through their very weak size 1 state. They have been contributing very little for the past 6-8 turns, and both will become complete monsters in the near future. I can hardly wait.

We turned research back on this turn, producing 76 base beakers / 92 total beakers. That will knock out Sailing in 2t, and then it's on to Calendar (and extra happiness resources) from there. We should have a trade route to the German team built and defogged on the turn Sailing gets completed.

[Image: ISDG-308s.jpg]

The Demographics are where our team is starting to take off. With other teams turning off research, we take over the GNP lead for this turn, although Apolyton will surely have it back again soon enough. We're still near the top though, and that's what matters. Meanwhile we are just a hair away from the lead in Food and Production, the latter stat in particular coming as a surprise since we have been among the lowest in that category for most of the game. We are basically equal to the Rival Best in all three of these metrics, fairly amazing for this early in the game. Comparing our numbers to Rival Average is just laughable. We are also third in Power (behind only the two teams at war building nonstop military), first in Land, and first in Population. Both Adventure One and Mansa's Muse are on the Top Five city list. In short, we are in very good shape.

Other tidbits... No one in the world has any trade routes yet; hopefully our Sailing connection will be the first. CFC still is not using Organized Religion civic for unknown reasons. CivPlayers revolted last turn to their Buddhism state religion, spending the turn in Anarchy. I didn't see any sign of further fighting between WPC and Germans last turn, although mostly_harmless did find out in a chat that the Germans believe that they'll be able to wipe their land clear of invaders soon. If the net result of the war was one immature city burned and a lot of units traded with no further purpose, that would be just about ideal for us.

I think that's all for now. We could end turn if desired, but let's spend a little time in discussion to see if there's anything that we've missed.
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I'm pretty sure the Germans see our TH borders. You can see the borders of the first fogged tile.
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Yes, the Germans can see our Tree Huggers borders. (They see the culture on the gems tile and the tile 1E of the gems. Only the culture, not the actual tile.)

The Spear should definitely reveal the German city when moving onto that hill. The tile NW of the hill looks clear of forest. I noticed that the in-game sign read German city 2N, which is wrong, it is 3N of the sign. The city tile will be 2NW of the hill the spear moves onto.

Agree on moving the CFC scout 1S next turn. The hill move is too risky.

Also agree on the Gourmet menu axe to heal up and awaiting the incoming barb.

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

(December 11th, 2012, 18:23)NobleHelium Wrote: I suggest we scout for Seven Tribes with the axe that's healing outside borders then. I'd rather not plant and then miss some marble just outside borders.

I don't know if we have time for that now that we've moved that axe back to the plains hill. Keeping watch there seems preferrable anyway.

The planned location 3S of GM fits really well into our dotmap, and is able to share riverside tiles with GM as well. It looks like we'll have to commit to this spot now or delay settling while we wait for more map info. So I think we commit. If we discover something juicy in Seven Tribes' third ring, it would still have taken 10 turns to get that inside the borders of a city 1S, so we might as well just claim it with the first ring of a new city.
I have to run.
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Pertinent info for the scout reaching CFC. Full version of this chat is in the diplo tracking thread, but here's a stripped-down version that gives specifics on the terrain.

chat with CFC/Caledorn Wrote:(this is talking about the area where our scout is)
Caledorn: I think it's explored but fogged again. We don't have any units there I think
Caledorn: 5-6 tiles between the oasis and our borders depending on the angle you move in
Caledorn: Our border is diagonal towards the oasis
Caledorn: If your goal is to get to us as quickly as possible..
3, 3, 6, 3 should put you beside our border
That's from the stone tile
Caledorn: Whether it's barb safe however, I can't tell frown
Caledorn: Two of those tiles will be plains, just as a warning[/u]
Caledorn: From the stone tile: 3 puts you on a hill 3 again puts you on a plain (and there is no safer path - you are forced to move across 2 tiles of plains/grassland no matter how you move), 6 will again put you on a plain, and then 3 is a desert hill
The area is devoid of any forest or jungle :/

Caledorn is also going to check with their turn players on if they are aware of any fogged barbs in the area. But either way, it sounds like our scout is going to have difficulty finding cover.
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