February 5th, 2012, 00:11
(This post was last modified: April 13th, 2012, 09:15 by Gaspar.)
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I swear to read scooter's thread you'd think:
- The other players should pretty much concede to whomever gets their settler out first, so important it is.
- Imperialistic is basically the best trait not only for this map, but also in the history of Civilization or traits.
- Joao is the best leader ever, all these games where everyone thought Pacal was the scariest were missing the point.
Don't get me wrong, I get the value of Imperialistic with this capital and the free Grocer. Just think we're heavily overstating there.
Anyway, just had to get that off my chest and I didn't feel like his thread was the appropriate place for it.
I've got some dirt on my shoulder, can you brush it off for me?
February 5th, 2012, 07:10
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SevenSpirits Wrote:1. Imperialistic - I liked this a lot, but Krill pointed out to me how wonderfully this capital is set up for an Imperialistic player. Grow quickly to size 4 and you have 1h (center tile) + 5h (rr hill mine) + 1h (deer) + 3h (plains hill forest) = 10hpt => 20hpt when building a settler.
I didn't tell him how to micro the start, he did that himself.
And scooter and Dazed already decided they wanted IMP before I said anything: in fact scooter already stated that he wanted to pick one of the big three traits (CRE/FIN/EXP) with a mid tier trait.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
February 6th, 2012, 09:20
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Is this game a big puzzle in disguise?
February 6th, 2012, 18:49
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Quick question, are the salty seas large enough to build Galleys in?
February 6th, 2012, 18:55
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In 2/3 of them:
SevenSpirits Wrote:There are 3 salty seas per player. Every pair of players has either a Sea A, or a Sea B between them.
Sea A, which is in between pairs of civs separated primarily horizontally:
Sea B (had to rotate because civ is wider than it is tall):
Sea C is just a bit SE of the points that are farthest away from the players. Being smaller than 20 tiles, cities here can't build ships. But every water tile on the map is accessible to ships through forts. This screenshot is centered on the farthest-away area, which I tried to make particularly valuable.
The faraway sea with the ivory doesn't allow ship building.
February 10th, 2012, 17:52
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Quote:treating it like he's Moses and Krill's gchats should be put on stone tablets.
QotM anyone?
I could definitely see a Ten Commandments remake with Krill as Charlton Heston, reading off the tablets in a British accent. (Drunk, of course)
February 11th, 2012, 09:21
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Hmmm. I don't have anything else to do this weekend...
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
February 11th, 2012, 09:32
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Thou Shalt Not Krill
If you know what I mean.
February 13th, 2012, 23:25
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So everyone who sees those islands is saying they want to settle on the mainland and [work the town/fort the ivory]. (Note: "everyone" might be multiple posts by the same people, I haven't been paying close enough attention. But I didn't see anyone being excited to settle on them.)
I guess no one wants all their trade routes to be worth $2? That's the main point of those islands.
February 14th, 2012, 04:29
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SevenSpirits Wrote:So everyone who sees those islands is saying they want to settle on the mainland and [work the town/fort the ivory]. (Note: "everyone" might be multiple posts by the same people, I haven't been paying close enough attention. But I didn't see anyone being excited to settle on them.)
I guess no one wants all their trade routes to be worth $2? That's the main point of those islands.
I think there's a good deal overexcitedness about the ivory because WE are always banned normally. Those expecting them to save them from Cataphracts have obviously never had to fight them before - there is no real counter until your units hold a gun. But agree 100%, in an AW setting, domestic ICTRs are a godsend.
(Don't get me wrong, WE are still the best counter you can get your hands on before then since Shock is much easier to get than Formation. But I'd still like my chances with a horde of 'phracts over a horde of WE.)
I've got some dirt on my shoulder, can you brush it off for me?
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