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Intersite Game - Turn Discussion Thread

(January 12th, 2013, 21:02)Sullla Wrote: We are ready to play whenever the Germans finish their turn.

So, Thursday then?
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New turn tomorrow morning, supposedly.
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No that's when we're forced to reload and do this turn all over again.
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New turn is up. Civstats is disconnected though.

No new barbs. Calendar is in. Alemanni grew to size 2 with only the last warrior in it.
CFC actually built a Jewish Temple in Indira and a Jewish Missionary in Daivagasi! Uhm, ok!

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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Turn 87 - 700BC

Wherein our good luck keeps getting even better. cool

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I moved our scout in CFC territory first. As mostly_harmless posted above, CivFanatics built a Jewish temple in their capital and double-whipped a Jewish missionary in Daivagati. Two curious decisions. Both justifiable, with the missionary going to pop borders in another city and CFC being Spiritual for the cheap temples, but still a bit curious nonetheless. If I were them, I would simply tech Monarchy and use my free swap to Hereditary Rule civic. Good news for us though! No settler appears imminent in the border region.

I moved the settler E-NE to reveal Raj, the sixth CivFanatics city. This city is size 1, was founded nine turns ago on T78, has no completed buildings, and doesn't have any defenders inside. Not the best management by their civ here; Forbidden Fruit was founded five turns later and is size 2 with a granary already chopped out. I guess we'll find out more as we keep exploring. After taking this picture, I moved the scout SW-SE to stay on the road network. We should find another city next turn as we continue mapping out the CFC core.

For anyone wondering, I didn't take the picture with the resource icons on because the silks completely obscured vision on Raj. The city has silks and iron that we can see, and shares a sheep resource with Daivagati.

The biggest news of the turn was at the barb city, where it grew perfectly to size 2 with a single warrior remaining on defense. We had 99% odds with our City Raider II axeman, and so...

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Alemanni is ours! Thanks, Dantski. goodjob Now for the unexpected bonus: the city has a gems resource under the jungle hill N-NE of the city. So this city actually comes with grassland pigs, clams, gems, a floodplains tile, six riverside tiles, and four grassland hills. This is a very, very high quality city. If the other teams knew how this dropped into our laps effectively for free, they'd be pretty pissed off right now.

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Here's a larger view of the area with the resource icons turned on. We also had the 500 culture border pop take place at Mansa's Muse between turns, defogging one completely unremarkable jungle tile in the north. The extra barb visibility is appreciated, and it let Forbidden Fruit work the floodplains tile this turn as well. The workers in this area finished the road on the bananas tile and made halfway progress on the spices plantation (2/5 turns). It will finish next turn as a bunch of cities grow.

There's a new worker out of Mansa's Muse, Worker K if I have the lettering correct. (Why don't we have a Worker "I"? Seems kind of silly that we are one letter off, makes counting the total number harder for no reason. I don't get it.) The plans I have suggest moving this worker SE and putting a turn into a plains cottage there, but I wasn't sure if there was a revised suggestion for this worker. There was some discussion about doing something different. I've left the worker unmoved for the moment pending confirmation on its assignment.

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The west is rather quiet this turn. The axe and spear in the northwest are healing for the moment. I moved our axe in the far west a tile northeast as requested, revealing nothing of any interest. I'm assuming we go northwest next turn onto the plains hill tile, even if more forests will limit what we see. In the south, I'm keeping the Gourmet Menu axe stationed halfway between that city and Seven Tribes on zone defense. We don't need military police happiness in GM just yet, and I'd rather have the axe able to move around as barbs dictate. The Seven Tribes axe with 8 experience is moving back into our borders to heal up to full strength.

Workers in the north moved to plantation the bananas at Tree Huggers. That's another halfway (2/5) completed job that will be completed next turn. One worker en route from Horse Feathers completed a cottage at Tree Huggers that the city will grow onto in the future. Workers in the south built half a road on the Seven Tribes wheat and made more progress on another floodplains cottage for Gourmet Menu.

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This picture is an example of why double-whipping a worker when Expansive is almost always a good idea. We get 11 bonus production from our trait which is all sorts of awesome.

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The overview has a couple things of note. We double-whipped the galley in Horse Feathers, which will allow us to overflow into settler and complete it next turn for the stone spot. Note also the tile micro in this area: with more happiness coming online, the capital has taken over the corn resource from Horse Feathers and will grow rapidly to size 9. Gourmet Menu also borrows the iron for this turn as Horse Feathers regrows between turns. Seven Tribes is working the plains cottage over the wheat resource this turn for granary food box purposes that involve slightly complicated math. I'll let T-Hawk or Seven explain why it's better. Tree Huggers is finally poised for rapid growth with the bananas plantation about to finish next turn. Focal Point begins the long journey towards Mausoleum; there will be much chopping and whip overflowing into this wonder.

Naturally we finished Calendar research between turns and have overflowed 52 beakers into Currency. The plan is to have it completed eot 92. We grow 3 more pop next turn, we now have the most cities in the game with 9, and we're about to get a major influx of happiness with silks and spices. Times are good in the Realms Beyond.

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And we are #1 in GNP for the moment with 0% research. Word. hammer

I'm going to take another look at tracking production in enemy cities later today, but I think that's all for the moment.
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Thanks for the report!

As far as I know, the plans for K are unchanged. Our discussion in the micro group is all about later in the turn, and what to do with the whip overflow in Focal Point and Forbidden Fruit.

The reason I skipped "I" had two reasons. The first is that I'm so used to skipping either I or J in mnemonic lists (due to them easily being confused for the other), the second that I simply couldn't find any decent Egyptian food stuff starting with I.

Also, at 100% research on Masonry, we reach a GNP of 201!
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Is that 3 turns of revolt in Alemanni? And can you check whether we can build galleys in the city (would determine size of the sea)?
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(January 13th, 2013, 14:43)NobleHelium Wrote: Is that 3 turns of revolt in Alemanni? And can you check whether we can build galleys in the city (would determine size of the sea)?

Three turns of revolt. Can build galleys and lighthouse.
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This is awesome!! dancing
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Here i'm thinking if the Workboat thats (sooner or later) going to be built in Alemanni, would have time to make some preliminary exploring before being needed for food reasons to net the clams ...
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