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[SPOILERS] Team Orgynized: Parkin/Arki/Magno embark on a kinky adventure

   

I like the Scout's name.
Considering we got Silk in the west and gold in east I am thinking that most likely that gold belong to someone else (Eastern Neighbour) and that silk is approx half way to our Western Ornitological Friends.

BTW: Our scout has finished the pasture. What's next?
BTW2: My first Picture posted :D
BTW3: Can a female login name be reused? We may get out of ideas after a while, even if there is approx 3,5 000 000 000 females in the world today (If we only count the living ones)
Current games: Pitboss 14 - Team Orgynized
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Turn 20

[Image: Civ4ScreenShot0318.JPG]
Scores from land area came through this turn, for everyone except Yuufo (whose will come through next turn). Soldiers went up by 2000 points.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Turn 21

Demographics

[Image: Civ4ScreenShot0320.JPG]
Care Bears got their land-based score increase. Soldiers went up by 8000 points, so it's possible someone got Bronze Working. Will keep recording the screenies and do the analysis later.

Domestics

[Image: Civ4ScreenShot0319.JPG]
Our Worker finished improving the Sheep - onto the Deer for a Camp next.

Time to start simming for early Settler vs second Worker - need to make a firm decision one way or the other in 4 turns.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Made minor edits to the drafts to Eagles & Condors and Maga and sent them. Figure it's better to be prompt than to have the wording perfect.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Did you use the score increase to read how many land tiles every individual player settled with? Is it worth doing so?

Was there a clause to the mapmaker in this game that naval warfare would be relevant? I wonder if there's anything like an ocean on this map, or just mottled lakes everywhere.
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(September 6th, 2013, 21:59)Lord Parkin Wrote: As such, we're happy to accept a NAP until T183 - in fact, we'd be fine to extend this as far as T222 if you wish. (No particular reason for T222, except that it's surely a lucky number for a partnership with all those 2's!)

If you actually get an NAP to turn 222, you'll officially be the Peter Jackson of NAPs. You make them much longer and more dramatic than anyone else could imagine them being. rolleye

PS. Any guesses on what map settings were used to roll this or was it completely hand crafted? I'd like to try my hand on something similar. I'm guessing it was a lakes one right?
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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(September 7th, 2013, 18:39)Arkipeller Wrote: And that would me my point: Maga, that don't know your reputation directly, may be our ally and feel secure about it. I know Cal knows much about you and others, and are more careful with deals during earlier experiences... Maga won't judge that way... or so I guess

Yeah, that certainly seems to be the case given her offer of a NAP to T183 right out of the gate. I can't imagine a single RB native who'd offer that upon meeting me in-game nowadays. lol

Do you know anything more about the circumstances in the CFC Intrateam game, by the way? From Civstats I can deduce that Slaze attacked Maga and she was rather upset by it. Was the distress merely at losing a bunch of cities, or was there some sort of an agreement between them which was betrayed as well? Just trying to determine whether it's worth reinforcing that we take our agreements seriously, treat our allies well and have a reputation for never breaking NAP's once we agree to them.

(September 8th, 2013, 04:22)Arkipeller Wrote: I like the Scout's name.

Heh, I enjoyed that too.

(September 8th, 2013, 04:22)Arkipeller Wrote: Considering we got Silk in the west and gold in east I am thinking that most likely that gold belong to someone else (Eastern Neighbour) and that silk is approx half way to our Western Ornitological Friends.

Yeah, that other Gold will belong to our eastern neighbour. The Silk is ours, as are the jungle Pigs to the northwest when we want them; the Wheat to the west marks the boundary of Eagles & Condors possible border according to our agreement.

(September 8th, 2013, 04:22)Arkipeller Wrote: BTW3: Can a female login name be reused? We may get out of ideas after a while, even if there is approx 3,5 000 000 000 females in the world today (If we only count the living ones)

Sure, it'll probably be convenient to reuse them at some point. I made up a list of about 50, so I'll be good for a few more turns yet.

(September 8th, 2013, 07:40)WilliamLP Wrote: Did you use the score increase to read how many land tiles every individual player settled with? Is it worth doing so?

Can do so later, though I really don't think it gains us much relative to the time invested. Toning down the demographics analysis in general for now, though I'll continue taking the relevant screenies so they can be analysed later.

(September 8th, 2013, 07:40)WilliamLP Wrote: Was there a clause to the mapmaker in this game that naval warfare would be relevant?

From the tech thread - "Water: Enough to make sea-faring relevant". So I'd presume yes.

(September 8th, 2013, 07:40)WilliamLP Wrote: I wonder if there's anything like an ocean on this map, or just mottled lakes everywhere.

I think it's reasonably likely there's at least a large lake to the north based on what we heard from Eagles & Condors. Not sure if it's a full ocean or not.

(September 8th, 2013, 13:19)antisocialmunky Wrote: If you actually get an NAP to turn 222, you'll officially be the Peter Jackson of NAPs. You make them much longer and more dramatic than anyone else could imagine them being. rolleye

Well, we'll see... even T183 would be pretty impressive. T22 is coming up next turn, so assuming it the extension went through then that would be a 200 turn NAP. shades

(September 8th, 2013, 13:19)antisocialmunky Wrote: PS. Any guesses on what map settings were used to roll this or was it completely hand crafted? I'd like to try my hand on something similar. I'm guessing it was a lakes one right?

Not sure, I don't usually play on lakes map scripts so I'm not familiar with them. I presume it was fairly heavily edited regardless.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Turn 22

Demographics

[Image: Civ4ScreenShot0323.JPG]
After finishing Mining, we're back to #1 in GNP. Also tied for first place in food - not bad.

[Image: Civ4ScreenShot0325.JPG]
Eagles & Condors grew to size 3. Cannibal Ponies also grew, as did GG. No new rival techs.

Domestics

[Image: Civ4ScreenShot0322.JPG]
Started research on Bronze Working. Honey Rider will start hooking up (with?) the Deer next turn.

[Image: Civ4ScreenShot0324.JPG]
We've grown to size 2 at last, and are working the Fish and Sheep. Size 3 in only 3 more turns! Think I'll start doing some post-T25 sims later today.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Here is an updated sim world for us to play around in. Will post my own results later, but for now feel free to pick up the T25 save and test how different strategies work out for the next 30-40 turns.

Sim at T25

Sim at T0

Report back with a screenshot to compare notes! smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Here's the best I can manage at T41 with a Worker -> 2 Warrior -> Settler plan, focussing getting the second city out quickly:

[Image: Civ4ScreenShot0332.JPG]

On T25 work the plains-forest-hill with the third citizen and build the Warrior. Then on T26 switch to the (now improved) Deer and build the Worker. Finish off the Warrior and build another while working the Deer/Fish/Sheep and a grassland-hill-mine when at size 4. Chop arrives to finish off the second Warrior with exactly 15 hammers of overflow (max) on the turn we grow to size 5, then we start the Settler. First Worker goes mine -> chop+mine -> road, second Worker goes mine -> chop+mine (all on different tiles).

I went for The Wheel straight after Bronze Working to shave a turn off founding our second city with a road - otherwise we found T43. Mysticism is still 2 turns from finishing in this sim, so we could either build a 3-turn Worker or two 1-turn Warriors while we wait.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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