October 13th, 2015, 01:55
(This post was last modified: October 13th, 2015, 02:02 by Aurorarcher.)
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(October 12th, 2015, 21:47)Dreylin Wrote: (October 12th, 2015, 14:23)Aurorarcher Wrote: I think this might be a bug, but I don't recall seeing it before.
Notice Jale going to Military State on T20 .
Best Sub Evar! ![shades shades](https://www.realmsbeyond.net/forums/images/smilies/shades.gif)
I might consider an anniversary trip too - but only if you will sub me and give me my Military State!
(October 12th, 2015, 14:26)Bobchillingworth Wrote: Yeah, IIRC that bug happens if you save without ending turn in a PBEM and then subsequently load a different game. Or something like that.
Ok, good to know. I didn't save the game without ending the turn, maybe someone else did then. But who'd save when the turns take like 2 mins to play? Not that this bug matters much as it's only shown in the log and not really doing anything.
October 16th, 2015, 06:42
(This post was last modified: October 16th, 2015, 06:46 by Aurorarcher.)
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T24 opened with an annoying event.
I didn't have very many freshwater tiles to start with, well counting those that are not jungled/forested, and now this happens ![cry cry](https://www.realmsbeyond.net/forums/images/smilies/cry.gif) .
Graphs:
I'm currently working on settler, it should come out EoT 32 and 2nd city should be settled on T34. On T27 the plantation on Dye should be finished to boost my poor commerce input. Sage is coming out on T35.
October 16th, 2015, 17:24
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Turn 25.
Mardoc grew to size 6 and I finished Exploration. Probably grabbing Mysticism next for GK - I'm not liking the civic all that much but it has its uses, should put an early EC in the cap. Shouldn't take long with +150% hammers.
Dave and Molach are still at size 4, I wonder what's going on there.
October 19th, 2015, 14:52
(This post was last modified: October 19th, 2015, 14:53 by Aurorarcher.)
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T30.
Couple more turns till the settler comes out.
Oh, hey, what's that in the north?
Skeleton, 2-mover, effective strenght of 4.5. That could cause some trouble to my settling/worker plans... It can reach my borders in 3 turns. I'm not sure if Dave would play that aggressively... maybe he's using the units for just safer scouting. I'm still being a little paranoid here. Though, for sure one unit won't eliminate me but it'd still be very annoying if Dave had war plans already.
I might look like an obvious target though, at least if you consider power graphs...
I have only 13k power, while Dave is sitting at double that, 26k that is. I have warrior (3k), adept (6k), Inspiration (2k) and population (2k). While Dave has 3k from population, skeleton (3k), adept (6k), and another 14k (or 12k if he's using Inspiration) in other units. That could be for example 4 warriors! Now if he did actually send those my way... but it'd be too slow and Dave must know that I can see pretty far with floating eyes. Early rush is still possible so I have to take that in a consideration. On the other hand, Dave being a smart player must know that early rush is often profitable only if you can...
a) do it fast enough and actually eliminate your target
b) avoid slowing your own expansion
If you were to fail in either of these it would mean that your opponents could be way ahead in tech/number of cities once you can recover from the failed rush, or/and that you would've ruined the relations with your neighbour who'll now do everything just to make you lose the game.
Anyway, maybe I'll just hope that a polarbear kills the skeleton so I can keep finishing the settler ![neenerneener neenerneener](https://www.realmsbeyond.net/forums/images/smilies/neenerneener.gif) .
October 21st, 2015, 15:21
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So the skeleton headed NE instead.
Jale was first to 2 cities, got it down on T30, EXP definitely helped there, but also the way he grew to size 7 so quickly. Also Molach got 2nd city pretty early, only turn later than Jale, on T31.
These early turns are pretty boring... Well, at least soon we should start to see how raging barbs will do with this map. There seems to be bunch of animals nearby to fogbust for me... Also using floating eye I can make a lot of the land visible to prevent barbarians spawning too close to me.
October 23rd, 2015, 06:16
(This post was last modified: October 23rd, 2015, 06:17 by Aurorarcher.)
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I guess I don't quite understand how the mechanism behind floating eye fog busting works (I guess it doesn't?).
Pretty sure I used floting eye to that direction last turn. I guess it disappears at the end of turn (and not at the beginning of yours) and after that barbs can spawn in the fog again.
EDIT: Now that I think of it... this all makes sense, floating eyes are summons that are supposed to disappear at the end of the turn...
Demos T33:
October 25th, 2015, 07:18
(This post was last modified: October 25th, 2015, 07:20 by Aurorarcher.)
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T34 Dave was roading towards me, probably for his 2nd city (or for later site).
It's great to have barbs doing something useful for me.
Logs prove that Mardoc's adept started with Mind I for an early sage.
Logs from T37 show that Molach went after Education early. I could've switched to GK on the same turn as Mardoc but I had to delay revolting by a turn to finish my warrior in the capital, just in case, because goblin could've killed my adept at 1% odds. Very unlikely but... y'know better to be safe than sorry.
Demos T37 show cleary me and Mardoc in GNP.
Next tech plan is Crafting -> Mining. I want to find Copper's location as soon as possible to alter my settling plans (if needed).
Question for lurkers: Do floating eyes reveal inivisible units from Sidar's WS? I think it says in civiliopedia that it should reveal magically hidden units - does that apply to units hidden by WS as well?
October 26th, 2015, 03:38
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The barbarians are becoming a pain.
In Udenarat I have 1 warrior, and in capital I have two + adept (2nd one got there after hitting enter).
I'm hoping for that goblin to attack my warrior so I'll get 1 xp and can promote to C1. If everything goes well around capital the warriors will just march towards it and suicide. The worst is if they go for pillaging, looks like they're keeping my Corn untouched at least for now but Dyes could still end up being pillaged. If the warrior steps on Dyes I might have to take a coinflip or promote my adept along combat line. I can get another warrior in capital before those warriors can reach the city.
Near Udenarat situation is not easy either. The northern warrior can't go for farm pillaging but instead it's likely to suicide against my city defender. The other one however can do pillaging and is rather likely to do that. I think there's 50% chance for them to be in attack_city_mode and if not then they'll try to pillage, not entirely sure about this though. So anyway, I had to work that FP + plains hill to get warrior out quickly.
All players except Dave (barbs are doing something there I guess) have 2 cities now, and Jale has 3 cities (think he got it on T37 ![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif) ). Jale is putting that EXP into work for sure!
October 26th, 2015, 17:51
(This post was last modified: October 26th, 2015, 17:52 by Aurorarcher.)
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Opening T40.
So the goblin attacked. Now I'm hoping that those 2 warriors will go to the flashed tile and then suicide ![please please](https://www.realmsbeyond.net/forums/images/smilies/please.gif) .
In the north I'm getting pretty lucky too. Looks like the western warrior is going to attack city instead of pillaging the farm.
Demos.
Jale is growing like a weed, his total pop is around 14 unless I've missed something. Dave still with only one city.
October 27th, 2015, 17:37
(This post was last modified: October 27th, 2015, 17:39 by Aurorarcher.)
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Thankfully the barbs moved how I wanted (pic is from EoT for some reason ![crazyeye crazyeye](https://www.realmsbeyond.net/forums/images/smilies/crazyeye.gif) ).
I tried to finish worker in cap to get a proper amount of overflow hammers to be able to 1t EC on T42.
I'm not actually quite sure how that turned out as 8 overflow hammers. If I've understood correctly it should've been 6 actually because GK bonus should make overflows 0.5*overflowhammers; in this case that is 0.5*12 = 6. I'm not quite certain of the mechanism behind this, maybe while building worker/settler the game uses foodhammers first and after that "normal" hammers. In this case all foodhammers were able to finish the worker, so I was left with 8 hammers (without the GK bonus applied). Any lurker have any better knowledge of this?
Anyway, this works perfectly as I can turn those 16h into 40h next turn because 16*(0.5+1.0)= 40h for EC. I will also alter tiles so that I'll get more commerce, Corn switches to Oasis.
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