January 31st, 2012, 12:25
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Mardoc Wrote:I think, if I counted tiles correctly from the 4 different screenshots I used, that those wheats are 20 tiles apart. Which means it's not the same island.
Heh. Toroidal maps screw with my brain too.
January 31st, 2012, 16:08
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Great to read a positive-sounding update again
January 31st, 2012, 22:33
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Okee dokee... so this isn't quite as exciting an update as the last one but still pretty interesting doings.
Firstly, settled The Labyrinth at the Sheep/Furs spot:
Cool kids pop borders with wonders. ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif) That's really all that is for - but given stone and math powered chops, we get 80 of the 100h by chopping two forests (circled) in its BFC. The other 10 base hammers we need come in over the 5t we wait for the chops to finish. In a worst case scenario, we still get a good chunk of failgold.
We landed the settler/worker pair for Gold. And found fish!
That's going to be one nice little city.
Over by Factory Drift, we continued exploring the new lands and found something pretty darned sexy...
Hopefully we can grab a proposed marble on the either side as well and snipe someone else away from building cheap wonders. Ideally N7, since they don't need the help.
As advertised, after ending turn we have 4 Bowmen. We're planning on meeting up at Labyrinth before pushing onto Lewwyn's city.
Of course, two can play at that game, and Lewwyn has been massing power as well. We think it might be a race to see who can get there first - Lewwyn's reinforcements or our raiding party.
We'll micro a bit to make sure Math comes in next turn. Then its onto more workers and settlers for all the quite nice city sites in the area.
Demographics - those GNPs look intimidating, but I'm just trying to remind myself they're culture inflated and we're researching a tech @1st.
I've got some dirt on my shoulder, can you brush it off for me?
February 1st, 2012, 20:49
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Okay, so as we've settled our current goals, I thought it a good idea to look at the next round, so here's dotmap discussion - southern edition:
Ignore the white dots for a moment. The red circles represent what has basically been our current settling plan. They create an uber-city at the FP site, but they waste a lot of tiles in between the capital. The problem, as I've mentioned before, is that Commodore put no food at the 1.5-2 ring. Naturally, since he doesn't use enough overlap when he plays.
Anyway, mapmaker-baiting aside, the red circles create the best individual sites but end up wasting a ton of tiles. The Yellow set works to rectify that. Biggest issue is that to execute the yellow dot plan on the coast either means settling a really crappy clams city next or settling the superior southern clams spot first, but leaving a gigantic supply line between the capital and the city. Additionally, the northern yellow-dot requires culture to be worth anything.
Lastly, the white dots are filler locations that could be paired with red dots to rectify some of the tile wastage. They could be paired with all the yellows too, actually except for the northern one. The northern-most white dot could also be moved 1S to accommodate if we settled the red Cow/FP city instead.
Anyway, not sure I love anything here, but thought I'd throw them out for discussion as these are likely the next settlements.
I've got some dirt on my shoulder, can you brush it off for me?
February 1st, 2012, 21:33
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Gaspar Wrote:They create an uber-city at the FP site, but they waste a lot of tiles in between the capital.
Your happy cap is currently what, 4? About to jump up as you connect gold and furs...but still not enough for you to use all of those tiles at the FP site. Even ignoring the whip, which of course you shouldn't. I would definitely split it in two. You want to be working all of those tiles, every turn.
Quote:settling the superior southern clams spot first, but leaving a gigantic supply line between the capital and the city.
You've got protective Bowmen, and Stone for walls, and the ability to ![whip whip](https://www.realmsbeyond.net/forums/images/smilies/whip.gif) . Go for it!
Actually, the biggest issue I see with your current yellows is that none of them can work the copper mine. I think I'd move the northern yellow 1S to correct that.
EitB 25 - Perpentach
Occasional mapmaker
February 1st, 2012, 23:12
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Joined: Jan 2006
So this was turn 50. More interesting doings.
First off, we settled Factory Maze at the Gold/Wines/Fish/Clams site. Going to be an awesome city when it gets going:
Worker is currently mining the gold while Worker's Nest works on a work boat for the fish. Monument in progress to get the Clams nettable. Worked out to be economically neutral. Probably the last city we found that fits that description on founding.
Exploring galley by the marble showed this:
Pretty nice stuff.
March of the Bowmen:
That, plus the population additions, resulted in a pretty scary power spike:
Here's what we've tentatively decided on in terms of dotmap:
We'll probably settle the horrible city NE of Cows next.
Math in @EOT, saving gold then onto Currency. Hence our GNP sucks.
And demos:
I've got some dirt on my shoulder, can you brush it off for me?
February 2nd, 2012, 08:43
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You really suck at building roads. Why would you build it SE of the sheep and not directly south of the sheep like I said...
February 3rd, 2012, 03:06
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Not really sufficiently with it enough for a cogent turn report, but let me give you the highlight of the turn as well as leaving you lurkers with a puzzle...
Before I forget, Lewwyn wardec'd us and offered peace immediately. We declined.
Quote:NobleHelium: north galley SE-NE?
Gaspar: yeah
MORE WHALES WOO
NobleHelium: yes moar whale
clearly need to bulb optics
we're declining lewwyn's peace treaty right
Gaspar: can a gspy bulb optics
what choice do we have?
NobleHelium: gspys don't bulb squat
Gaspar: obviously :P
NobleHelium: i was expecting him to do it actually
gspys should be able to bulb like communism
Gaspar: i was joking about our inability to generate any great people whatsoever because we've built no buildings :P
NobleHelium: AND ONLY COMMUNISM BECAUSE COMMUNISM INVENTED SPYING
Gaspar: KGB 1ST SPIES
JAMES BOND 2ND SPY
NO OTHER SPIES
south galley SW?
NobleHelium: jkaen's 21 "naming scheme"
was fictional spies
he had james bond
jason bourne
johnny english
then ran out of names
Gaspar: and Mecca?
(forget what civ he actually was)
NobleHelium: "new city" (twice)
Gaspar: lol
NobleHelium: he's hre
Gaspar: It irritates the hell out of me
NobleHelium: after unsuccessfully trying to pick inca
Gaspar: when people can't adhere to their own naming scheme
how fucking hard is it
to google something
NobleHelium: yeah just don't use a naming scheme
if you can't be bothered
Gaspar: or just stick to the defaults across the board yeah
NobleHelium: maybe south galley S
Gaspar: but like Law and Order, CSI: NY, NCIS, Delhi
NobleHelium: so that we can see that tile SE of marble
Gaspar: drives me fucking crazy
NobleHelium: and see whether there's anything connecting to it
in the fog
who didt hat
lol
law and order finally ended i think
Gaspar: just giving an over the top example
NobleHelium: that male lead guy must be really old
so yeah i think galley S
Gaspar: sam waterston is like 150 years old
if we went SW, SE
wouldn't it be basically the same?
NobleHelium: no because
SE is probably going to be ocean
after moving SW
Gaspar: okay
S then
WHALES!!!111
NobleHelium: SILK
IMPORTANT DISCOVERY
Gaspar: oh
NobleHelium: NOTIFY QUEEN ISABELLA
Gaspar: sorry, was distracted by the whales
NobleHelium: WE HAS FOUND THE INDIES
That was the highlight. Otherwise most of the turn was spent bemoaning our wretched GNP.
Here's the puzzle. What would you do with this wretch of a city? For context, assume a happy cap of 5 in 5t and 6 in ~10t. Start with what you'd build next and be sure to include which tiles you'd work, etc. This puzzle had us for a good 20 minutes before we essentially washed our hands of it. In a little bit, it needs to bang out a work boat for Factory Maze, but that's not crucial. (Whip anger wears off at next EOT, if the SS doesn't make that apparent.)
And demos, showing off our sad, sad GNP.
I've got some dirt on my shoulder, can you brush it off for me?
February 3rd, 2012, 03:15
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Why the hell did you build a lighthouse if it you didn't have any seafood and were only going to ever work a single lake tile after maxing out on cottages?
February 3rd, 2012, 03:16
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Nicolae Carpathia Wrote:Why the hell did you build a lighthouse if it you didn't have any seafood and were only going to ever work a single lake tile after maxing out on cottages?
The city was only ever planted for a run at GLH. The run obviously failed, but the city and its lighthouse remain.
I've got some dirt on my shoulder, can you brush it off for me?
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