December 10th, 2014, 11:19
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(December 10th, 2014, 11:02)ipecac Wrote: Oh, by the way, how do turnsplits work in a war? Is there any post that explains the difference between being first and second in turn order? I've not seen any official guidelines or anything, but I think it's basically that the first player logs in, does everything, ends turn and logs out. They are then not allowed to log back in again until the turn has rolled. Second player cannot log in until the first player has ended turn, then plays their turn.
Second player has the benefit of seeing the full results of the turn for planning builds / whips, etc. verses the first play who has only seen their half of the turn. However the second player cannot apply promotions on new units - unless they roll the dice with the auto-promo lottery.
I believe that second-half is generally seen as better, and it is certainly easier to maintain and plan for in the lead-up to war (unless you happen to be available 24/7 to play turns immediately after they roll.
December 10th, 2014, 14:52
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The EPs could be distorted by anarchy.
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.
December 10th, 2014, 17:57
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(December 10th, 2014, 14:52)Ruff_Hi Wrote: The EPs could be distorted by anarchy. I'll confirm this evening, but from what I recall they are too different to put down to Anarchy. I'll also check if there's anything in the log about them revolting (I don't recall anything).
Actually, I remember looking at their Culture graph last night and there was no Anarchy blip there.
December 11th, 2014, 06:31
(This post was last modified: December 11th, 2014, 07:40 by ipecac.)
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(December 10th, 2014, 11:19)Dreylin Wrote: Second player has the benefit of seeing the full results of the turn for planning builds / whips, etc. verses the first play who has only seen their half of the turn. However the second player cannot apply promotions on new units - unless they roll the dice with the auto-promo lottery. That's a little weird. Is it enforced by the mechanics of the game or a gentleman's agreement?
Oh, and to confirm because I think it's off in the plan: copper will be within our borders start of T45?
December 11th, 2014, 10:14
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Gentlemans' agreement - plus being able to see logins on civstats.
The note in-game says t55 for border pop, which seems more reasonable. I'll confirm tonight. I'll also take a set of regional shots so we can start dotmapping a bit further afield.
December 11th, 2014, 21:36
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OK, I tweaked the plan a bit to match it up with what has been run in-game - I try to check it each turn before I play, but somehow it ends up a little off.
Played turn 46 & 47 - Settler ready to plant and Workers ready to finish Road connections. Scouting:
Yep, that's a full Village there on that Forested Hill! NW of the Warrior looks like a decent city location.
Here are the rest of the regional shots for planning purposes:
December 12th, 2014, 04:53
(This post was last modified: December 12th, 2014, 05:09 by ipecac.)
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If there're no objections, I'm going to make plans to chop+whip a granary, using one worker for each city.
Tech-wise we'll want to research AH sooner rather than later to reveal horses, especially for scouting with chariots. (I'm not sure why Pastures and Horses need different techs, but we'll have to roll with it.) We'll need to decide on an order on the key techs to go for after Pottery - Masonry, Sailing, Priesthood, AH, as well as have a rough idea of which Classical techs we want to prioritise.
NW of the warrior looks awesome (Village = ![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif) ) but I'm thinking of settling for Marble next for Oracle unless we have reason to think Elum will grab that sport. So I'm thinking Masonry-Priesthood-AH-Sailing.
Quote: OK, I tweaked the plan a bit to match it up with what has been run in-game - I try to check it each turn before I play, but somehow it ends up a little off.
Thanks. When trade routes are formed we'll need to tweak the commerce values.
Judging from the scoreboard, I guess we're a little behind on planting 3rd city?
December 12th, 2014, 09:37
(This post was last modified: December 12th, 2014, 09:38 by Dreylin.)
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(December 12th, 2014, 04:53)ipecac Wrote: If there're no objections, I'm going to make plans to chop+whip a granary, using one worker for each city.
No objection here. There's no immediate need for us to complete the Monstery in 2.5", so we should probably suspend that to get the Granary going faster.
(December 12th, 2014, 04:53)ipecac Wrote: Tech-wise we'll want to research AH sooner rather than later to reveal horses, especially for scouting with chariots. (I'm not sure why Pastures and Horses need different techs, but we'll have to roll with it.) We'll need to decide on an order on the key techs to go for after Pottery - Masonry, Sailing, Priesthood, AH, as well as have a rough idea of which Classical techs we want to prioritise.
NW of the warrior looks awesome (Village = ) but I'm thinking of settling for Marble next for Oracle unless we have reason to think Elum will grab that sport. So I'm thinking Masonry-Priesthood-AH-Sailing.
Well we have no evidence that Elum knows about that Village, so probably won't be rushing to it. Regardless, I think it's best to build out gradually rather than rushing for distance until we know more about what's around.
Masonry-Priesthood-AH looks good; we might want to plan for a (cheap) Temple in the city we plan to build Oracle - that way we can get a head start on a Prophet by running a Priest.
(December 12th, 2014, 04:53)ipecac Wrote: Thanks. When trade routes are formed we'll need to tweak the commerce values.
I'd suggest we add another column to the individual city sheets for Trade Routes and sum that into the Commerce column - I can set that up later.
(December 12th, 2014, 04:53)ipecac Wrote: Judging from the scoreboard, I guess we're a little behind on planting 3rd city?
From civstats it looks like:
Elum - current turn
BGN - last turn
Grimace - not yet?
Whosit - 2t ago
Agent - not clear / maybe not yet?
Adrien - last turn (may be 4th city with 3rd 3t ago)
We are also probably a tech behind (Pottery in 2t) and I think our cities are smaller. Once we get some Cottages along the Hub's river, we'll start to catch up.
December 12th, 2014, 21:23
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Founded Smurf Tube this turn (I took a shot but then lost it, sorry) and started working the Fish. 2x Workers started on the Pasture.
I've reworked the plan sheets to include Trade Route income and made a few suggested changes to the builds, etc. to work Granaries in. A couple of proposed chops and whips as well.
December 13th, 2014, 13:53
(This post was last modified: December 13th, 2014, 14:11 by ipecac.)
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Dreylin: waiting for Marble city to be founded and culture borders to pop to access Marble would take too long, especially when marble gives us only +50% production = 50 hammers. (City #4 will plant turn 60, turn 65 earliest -if we spread via missionary- quarry starts building...)
So I've changed the plan to immediately after Pottery to research Priesthood. With two chops at The Hub we can get the Oracle latest EOT 59. If we're going through with this plan, and we may not want to plant for marble which would be a backfill, but we can plant the Stone + 2 Clams or NW by the village.
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