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[SPOILERS] This Land is Your Land, This Land is My Land. But Mostly Mine.

If i can't make it to nukes before a single city civ gets a nuclear sub, I'm in a whole lot of trouble. crazyeye
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Hey now, attack subs are not nuclear subs. Attack subs are submarine hunters.
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I'm not sure whether I just got Nobled or if I slipped back in time to Civ III. Nuclear sub is the Civ III unit equivalent, IIRC. I'm confident I've never built an attack sub in BTS. Also, the fact that you need uranium to build the attack sub does kind of make it a nuclear sub, right? Right?

I win. (I think). cool
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Well, it has a nuclear reactor, so I suppose that counts.
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(March 27th, 2014, 23:31)NobleHelium Wrote: Well, it has a nuclear reactor, so I suppose that counts.

You've just been BGN'd. It's like a blind dog getting poked in the eye. Not much point, and not much fun either. jive
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T10




Buddhism founded T10. Meditation costs 138b. To date, I've researched 130b and have been using a river tile the entire time and would have been able to finish Meditation EoT assuming that I had started with Mysticism. This leads me to conclude that if a civ didn't start with Mysticism, it hasn't had time to pop Mysticism from a hut and change course and that the most likely civ will be also one with fishing for the additional commerce.

Teams with scores increases on T10:

Qgqqqqq - Byzantium - Mysticism/fishing
Dhal - England - fishing/mining
plako - France - Ag/wheel
lurker civ (growth to 5)
wetbandit - Japan - fishing/wheel
HitAnyKey - Mali - mining/wheel
Nakor - Maya - Mysticism/mining
Molach - Portugal - fishing/mining
Mardoc - Spain - fishing/Mysticism
Caledorn - Sumeria - ag/wheel

so

Qgqqqqq - Byzantium - Mysticism/fishing
Nakor - Maya - Mysticism/mining
Mardoc - Spain - fishing/Mysticism

Nakor probably needs to research something for food, and as I said, it is more likely that a fishing civ got the religion since they finished one turn faster than I would have been able to with a free commerce river tile in use since the start of the game. Mardoc/Brick have, I believe, popped two techs from huts because they were early to a first new tech and now have a score of 47, indicating three techs researched: T10, T6 (hut), T2 (hut).

techs so far:

T1 - m_h
T2 - Mardoc/Brick
T5 - scooter, Jowy
T6 - wetbandit, Mardoc/Brick
T6 - Azza
T7 - Yuri, dazed

Everything before this point should have been huts. After is harder to determine because Archery/Fishing is reachable, assuming Hunting start in the case of Archery.

T8 - Fin/Harry, Krill/Novice, Cyneheard, Oxy, Hashoosh, Scooter, Ataturk, Cheater Hater, Caledorn.
T9 - Ruff, TBS, Yuri
T10 -
Qgqqqqq - Byzantium - Mysticism/fishing
Dhal - England - fishing/mining
plako - France - Ag/wheel
lurker civ (growth to 5)
wetbandit - Japan - fishing/wheel
HitAnyKey - Mali - mining/wheel
Nakor - Maya - Mysticism/mining
Molach - Portugal - fishing/mining
Mardoc - Spain - fishing/Mysticism
Caledorn - Sumeria - ag/wheel

The tech researched this turn for Qgqqqqq is his first of the game, so it fits nicely with Meditation. Brick/Mardoc could perhaps have researched this as well, but for now I'll give it to Qgqqqqq. I'm not keeping close track of all of this, but I thought I'd try to figure it out if I could. I hope that one or the other of Qgqqqqq and Brick/Mardoc aren't sorely disappointed upon logging in this turn.

In much more relevant to me news, the scout found a wolf. The wolf gets .3% odds to win vs. the scout on the hill. I can live with that. I shouldn't have to heal for more than a couple of turns. Depending on how badly I get mauled, I'm planning on going to the grass hill to the east next turn.
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(March 27th, 2014, 23:47)Boldly Going Nowhere Wrote:
(March 27th, 2014, 23:31)NobleHelium Wrote: Well, it has a nuclear reactor, so I suppose that counts.

You've just been BGN'd. It's like a blind dog getting poked in the eye. Not much point, and not much fun either. jive

lol

Agree with mack, you've got all kinds of potential here. Good luck!
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Thanks, Ceil.

T11




Yup, barbs are spawning just fine. yikes

Still no sign of cultural borders, scouting units, or otherwise impending doom. Just barb animals. Also, rather than killing time figuring out who teched Meditation, I could have just waited for the turn roll, but bah! I narrowed it down to a coin flip and picked the wrong one. May I win all coin flips going forward. nod
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T12




I found a hut and thought for a moment about whether I should heal up to get a better result but decided to go for it before another scout could get there from the east where I lack scouting information. Also, it seems like I remember that hut results are changed in RB Mod to be less bad (no barb spawns?) so I went ahead and got the hut with a very marginal gold result. Better than nothing for sure.

My worker finished so I started pasturing the sheep. Four turns there, then on to the cow. Production moved to a warrior. Still no culture bleed or opponents discovered. Lastly, the lurker civ birthed a great spy, which hopefully will settle in the city and enjoy my nuclear fire in ~250 turns. mischief
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Scouts and explorers cannot pop barbs. That's always been the case.
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