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Intersite Game - Turn Discussion Thread

Thanks everyone for the micro suggestions. I tried to take your thoughts into account, although in the end I did have to make some judgment calls. Specific changes made before we ended our turn:

* Swapped from the plains hill mine at Focal Point to the plains farm as suggested.

* Swapped from plains hill mine at Gourmet Menu to the (lighthouse) coastal tile.

* Changed Eastern Dealers from forge back to National Epic, and had the city work all of the grassland hill mines to complete it faster. I still do think that a forge is a useful build in this city, if only so that we can run an Engineer specialist and play Great Engineer roulette, but the clear consensus was to finish the National Epic before doing anything else.

* I continued building the forge in our Heroic Epic city of Horse Feathers. I believe that this game is going to continue for much longer than 40 more turns, and I would rather build a forge now to churn out future knights faster. Even though it's a long payoff, I think that it will be worthwhile down the road.

* I agree with sooooo that French Riviera is best treated as a hybrid city, and plan to finish the library there. It's never going to be a great city, but we can work 4-5 cottages here and get some modest value from the library.

CivFr just ended their turn, so we will be up again this evening. I will post on that later, when I get home from work. We will need to decide whether or not to accept the German map trade offer. I suggest that we do (despite arguing the exact opposite before) because they made the offer to us. Refusing it would be a sign of negative intent, and we want to avoid that for as long as possible. Keep acting like we're friends for the moment. Let me know your opinions on this.
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Note that I've already accepted the map trade with the Germans, for the reasons laid out in the diplo thread. Please comment on these issues, everyone, otherwise diplo things comes down to the discretion of whoever logs in first (the Civ 4 MP diplo system sucks from an UI standpoint...)

We got visibility on some more of the land SE of the Spanish (the Germans were better to scout that far-off area than the close neighbours with impis...), plenty of visibility on iceballs, some more tiles in CivFr and CivPlayers land (no cities), and some more Apolyton cities.
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(May 7th, 2013, 09:45)Speaker Wrote: Here is how I would go about considering a forge in the heroic epic city: as currently constructed (without the forge), do you have enough hammers to build a Knight every turn? If not, will a forge allow you to do it? The difference between 2t and 1t Knights is huge.

I don't really understand this line of thinking. The difference between 69 and 70 hpt is not 1 knight per turn, it's 1 hammer per turn. After the first 2-turn knight you have enough overflow to build 1-turn knights for a long time. There's nothing magical about reaching a 1 unit/turn threshold. Round numbers can be nice to minimize rounding losses, but that's as far as it goes.
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Also, we won't be able to one-turn knights for a long long time. This is normal speed, not quick.

I think HF can one-turn knights on quick with a forge, but I'm not sure. But not on normal.
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(May 7th, 2013, 13:21)novice Wrote: I don't really understand this line of thinking. The difference between 69 and 70 hpt is not 1 knight per turn, it's 1 hammer per turn. After the first 2-turn knight you have enough overflow to build 1-turn knights for a long time. There's nothing magical about reaching a 1 unit/turn threshold. Round numbers can be nice to minimize rounding losses, but that's as far as it goes.

There is also a cost to the overflow hammers' slow utilization (at least until you swap to a unit that lets you burn through the overflow), namely you have one less Knight.

Darrell
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(May 7th, 2013, 13:53)darrelljs Wrote:
(May 7th, 2013, 13:21)novice Wrote: I don't really understand this line of thinking. The difference between 69 and 70 hpt is not 1 knight per turn, it's 1 hammer per turn. After the first 2-turn knight you have enough overflow to build 1-turn knights for a long time. There's nothing magical about reaching a 1 unit/turn threshold. Round numbers can be nice to minimize rounding losses, but that's as far as it goes.

There is also a cost to the overflow hammers' slow utilization (at least until you swap to a unit that lets you burn through the overflow), namely you have one less Knight.

Darrell

I do like to keep my HE city on 1 unit/turn when possible, but that can be done by sneaking in some cheaper units when you need overflow for the more expensive ones, like we did with war chariots and catapults earlier.
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The main new map data (we got some more Apolyton cities, and some tiles in CivFr and CivPlayers land but no cities there):




The iceball islands. Note that there is no food that I can see to feed any of the silver tiles.


The land to the SE of the Spanish, their only secure backline to fill.
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Has anyone checked in with WPC's military readiness amongst all the CFC drama?
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Power chart as of last turn from APTmod:

[Image: ISDG-T135-german-wpc-power-chart.png]

So no, they haven't started any real buildup yet.
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Does that chart have a 50t button?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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