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Intersite Game - Turn Discussion Thread

(February 8th, 2013, 11:57)kjn Wrote: And we can't put a farm on the grassland 1N of the corn, since it doesn't have fresh water.

It has fresh water from the oasis.
I have to run.
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duh

How about the following:

T98:
M moves 1W, chops (2)
O moves NW of pigs, cottages (2)

T99 (after dealing with the barb):
M moves E-SE and farms grass (1)
O moves 2SE and chops (done)

T100:
M moves S and farms corn (1)
O moves E-SE and farms grass (2)

T101:
M and O farms corn (2&3)

T102:
corn farm done
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I'd rather follow NH's outline with one skipped worker turn, to get the corn farmed one turn sooner.
I have to run.
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(February 8th, 2013, 12:53)novice Wrote: I'd rather follow NH's outline with one skipped worker turn, to get the corn farmed one turn sooner.

Yeah, that sounds like the best plan. Except that the worker holding could perhaps move into Starfall instead of literally hitting space. Just in case something changes and we want to road towards CFC instead.
If you know what I mean.
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(February 7th, 2013, 23:55)Merovech Wrote: We could always settle on the ivory if we don't find any food. 2H city plant, gets the +25% defense bonus, can't be razed, and still has some riverside grassland.

??? can cities planted on resources not be razed?? I didn't know that was a rule.

I like 1 NE of ivory. we can always plant all the farms we need to grow after civil service, and workshops for production as needed.
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He means the resource cannot be pillaged if we plant on it.
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(February 8th, 2013, 18:50)NobleHelium Wrote: He means the resource cannot be pillaged if we plant on it.

ok. this doesnt seem to me to be a good reason to plant on the only resource that can be worked in the area. Here's another way the reasource can't be pillaged: by making sure the fight occurs on their land, and not ours wink.
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We would gain 1h/1c from working the ivory over planting on it. That's worse than a mine, so we don't really care about that. I'm not saying we should plant on it necessarily, though.
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I was hoping to hear from CivPlayers before finishing up our turn, but it's getting late on the timer and I didn't want to wait until the last minute. Am I the only one who thinks it's a bad sign that they responded to all our other messages immediately, while this one has seen nothing back in 24 hours? Anyway:

[Image: ISDG-483s.jpg]

We talked a lot about the workers over by the oasis, and unfortunately there really wasn't much that they could do this turn. They could not chop the tile two west of the oasis without finishing the chop (it only needs 1t more), and wasting much of the benefit for being outside cultural borders. They couldn't farm the tile west of Starfall without getting squashed by the barb axeman. If I moved them any further west, or onto the oasis tile, they would not be able to improve the corn next turn. (Oasis tiles take 2 movement points; we couldn't move onto the tile and start roading this turn.) With no good options, I took the least-bad option and had them both road on the desert tile you see pictured. One of them will be able to finish the road next turn, and the other one can move to the corn and begin farming. Finish the farm T101. That road serves little purpose, but better than nothing.

I moved our axe southeast onto the forest because no one objected. I expect the barb axe to either suicide against our own Shock axe or move onto the flatland tiles next to Starfall, where our chariot should be able to clean it up.

With the Wealth builds, I swapped the capital to a war chariot and Seven Tribes to a spear as requested. We have substantial production overflow in all of the other Wealth cities (10 production in Tree Huggers, 30 production from a chop in Forbidden Fruit, etc.) so I have left them all as-is. Having Tree Huggers produce a missionary next, as written in the micro plan, would be a very strong option. We need to spread Hinduism to the capital ASAP. In fact, we really want religion in every city immediately, for happiness + Organized Religion bonus + Shrine income. I expect that will be a major focus in the next dozen turns if we can get some kind of deal worked out with CivPlayers.

Still waiting to hear from them...
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(February 8th, 2013, 18:50)NobleHelium Wrote: He means the resource cannot be pillaged if we plant on it.

That is what I meant, thanks.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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