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Intersite Game - Turn Discussion Thread

Turn rolled (after the full 48 hours! frown ).
The barb warrior retreated back into the fog.
However, the bear move 1S, kind of blocking our planned scouting effort there.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Yeah, no real good safe options for further scouting with Xenu. If we had horses I'd advise pulling him back, and that we should continue with WCs, but we don't and we can't.

Maybe SW-SW with Xenu, and hope for no barbs? Xenu's C1, so he should get good odds, but he's a long way away from W2...
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Turn 50 - 2000BC

Despite being a milestone date, this was a fairly quiet turn.

[Image: ISDG-171s.jpg]

The movement of the bear was a non-issue; the intention all along was to pull backwards a space this turn. I moved Xenu northeast, and unless the bear would move to block his path, the idea is to keep moving northwest along that ridge of hills until we return back to our territory. Xenu needs to go and scout the land around our upcoming fish city in the northwest. We do not have any other units available to do this right now, and Xenu is only available because Goldilocks is playing zone defense and covering two cities. Scouting out the distant depths of the south is not a priority right now, and losing one of our few current units would hurt significantly. I'm not a huge fan of the whole "move into the fog on flat ground and hope for no barbs" approach. [Image: tongue.gif]

[Image: ISDG-172s.jpg]

At home, two workers roaded the copper for our upcoming double-whip into spear in Mansa's Muse, while the third worker chopped a forest tile at Focal Point. This completes the granary next turn, a perfect 50% food box completion as FP grows using the 6 food pigs tile. Very nicely managed. Adventure One is still on its worker build, and Mansa's Muse puts a second turn of production into Stonehenge.

A note on unit poisitoning: warrior Goldilocks is currently sitting on the tile southwest of Mansa's Muse. From that tile, he can move into Focal Point or onto the gold tile at MM as needed. We are fortunate that the barb warrior in the northeast retreated. With luck, it won't show up again until we have our spearman on hand.

[Image: ISDG-173s.jpg]

The Demographics look similar to last turn, no major changes. Two teams gained a population point this turn and that was all. We are now guaranteed at least a coin flip's shot at Polytheism by virtue of it being due next turn. Barring a very unlucky break (another team simultaneously discovering the tech and also winning the coin flip), we should found Hinduism next turn. It will very likely appear in Mansa's Muse, which would be a nice spot. I don't want to jinx anything, but I'd say our odds on founding the religion are 90% or higher at this point.

I think that's all for this turn. I've ended our turn, so have fun waiting for German team over the next 40 hours.
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Re the (finger cross) religion founding ... wouldn't MM and FP have equal likelihood of being selected? I remember some algorithm that (I think) involved culture and a big negative weight on the capital. If my memory is correct, then AO would have a (say) 2% chance and MM and FP would both have a 49% chance.

My preference would be FP as MM will / hopefully be getting Stone henge and that will kick start its cultural output.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Holy city choice is based on population and existing religions in each city.
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The formula is also weighted by population - it's more likely (but not guaranteed) to have a new religion pop up in a larger city. I did some digging at CivFanatics, and here is the formula:

Quote:( 10 + currentPopulation + random(10) ) / (1 + current_religions_in_city )
where random is a number form 0 to 9
if the city is your capital, it is again divided by 8

Because Mansa's Muse is pop 3 and Focal Point is pop 1, we're more likely to found the religion there. I don't know the exact percentage chance involved, just that it's weighted towards higher pop cities (with no religion present) over smaller ones.
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So basically FP has to roll three better than MM on ten-sided dice to get the religion (I'm guessing city order is the tiebreaker). That's 1+2+3+4+5+6+7 = 28 out of 100 possible combinations, so FP has a 28% chance of getting the religion.
I have to run.
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Heh. With 34 hours to go on the timer, every team but one has ended their turn.
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Maybe we should suggest shortening the timer again? I would imagine there wouldn't be much resistance...
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I didn't even have to look at Civstats to know which team would be the one left...

Honestly, it's not that we need to remind everyone to shorten the turn timer. We simply need the German team to hit the end turn button when they're done, which they never... ever... EVER do. This will be a nice little experiment. Everyone else done within the first 10 hours. Will the German team make us wait the full remaining 33 hours? I hope not, but I am not optimistic.
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