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.
[SPOILERS] This Land is Your Land, This Land is My Land. But Mostly Mine.
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Hey now, attack subs are not nuclear subs. Attack subs are submarine hunters.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
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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).
Well, it has a nuclear reactor, so I suppose that counts.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
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. (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. Agree with mack, you've got all kinds of potential here. Good luck!
Thanks, Ceil.
T11 Yup, barbs are spawning just fine. 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.
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.
Scouts and explorers cannot pop barbs. That's always been the case.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone. |