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Intersite Game - Turn Discussion Thread

(November 12th, 2012, 07:37)kalin Wrote: MM would be unhappy if we move the warrior out of it right? If not we can move the warrior out SW-SW and take a shot at the barb with the C1 warrior from the capital.

In the light of these developments, what are the thoughts of an Oracle -> MC alternative?

Kalin

the barb's aren't affecting our production of the oracle, correct? If it will be completed on schedule, can we not aim for currency - but if the barbs should screw us out of getting mathematics on time, fall back on MC?

we should also know by then if our competitor has reached writing and priesthood, and if its safe to delay the oracle for a turn.
Please don't go. The drones need you. They look up to you.
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(November 12th, 2012, 07:21)Sullla Wrote: It's totally worth having to load the mod every single time I log into the game. rolleye
You know you can load a mod ahead of time via the .ini file? Go to My Documents\My Games\Beyond the Sword, find CivilizationIV.INI, and edit the line that says "Mod = " with the name of this mod. Then Civ will start up with that mod by default. I don't think you're playing any other (non-modded) Civ at the moment, right?
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(November 12th, 2012, 09:44)T-hawk Wrote:
(November 12th, 2012, 07:21)Sullla Wrote: It's totally worth having to load the mod every single time I log into the game. rolleye
You know you can load a mod ahead of time via the .ini file? Go to My Documents\My Games\Beyond the Sword, find CivilizationIV.INI, and edit the line that says "Mod = " with the name of this mod. Then Civ will start up with that mod by default. I don't think you're playing any other (non-modded) Civ at the moment, right?

Or another alternative that I use - create a second BtS shortcut. Then right-click-> properties and modify the target like this:

[Image: mod.png]

In this case this is an RB Mod shortcut, but the idea is the same, just add a space and then "mod=\<modname>" to the end. That'll just auto-launch the mod whenever you choose that shortcut. Then rename the shortcut to "Spanish Mod" or something to differentiate between that and vanilla BtS.
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Yes, in hindsight I can't understand how we missed the importance of completing that axe. We were too focused on how to manage Focal's Point and eastern warrior effectively. But that is in no way your fault, Sullla.

Assuming that the barb moves onto village: Novice, can we afford one turn unhappiness in AO? Moving our warrior next turn to forested hill could save our village.
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(November 12th, 2012, 10:12)Fintourist Wrote: Yes, in hindsight I can't understand how we missed the importance of completing that axe. We were too focused on how to manage Focal's Point and eastern warrior effectively. But that is in no way your fault, Sullla.

Yeah it would be good if more people played through the sims so we could catch mistakes more easily.

(November 12th, 2012, 10:12)Fintourist Wrote: Assuming that the barb moves onto village: Novice, can we afford one turn unhappiness in AO? Moving our warrior next turn to forested hill could save our village.

We can't, at least not without making other concessions, such as delaying the settler whip yet another turn. I would prefer losing the village, it means little in the larger scale of things. There's also a chance that the warrior moves on instead of pillaging.
I have to run.
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Well, the barb warrior is on our floodplains cottage as expected. Micro away! crazyeye
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Also, there is another barbarian warrior to our southeast now too.




The German city that our spear found has expanded borders as well.
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My first thoughts are to move the axe from Focal Point NW-W. We'll get pillaged once but should be able to take care of the barb the turn after that. For the barb in the SE, if he moves NW along the shortest path to the city, then we should be able to get the other axe back in the city and dispatch him without too much problem, even if he's on the forested hill.
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(November 13th, 2012, 01:02)regoarrarr Wrote: My first thoughts are to move the axe from Focal Point NW-W. We'll get pillaged once but should be able to take care of the barb the turn after that. For the barb in the SE, if he moves NW along the shortest path to the city, then we should be able to get the other axe back in the city and dispatch him without too much problem, even if he's on the forested hill.

Agreed. Micro-wise I'd stick with this plan https://docs.google.com/spreadsheet/ccc?...Uh4aXVTQ3c
Note that the micro plan calls for 80% science this turn.

I would move the worker SW of AO 1SW so it can finish that road. If that lures the barb warrior off the FP village, great. The worker 3S of HF can road, and the other three workers obviously chop.
I have to run.
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The barb to the southeast is only a nuisance. Our old axe returns to FP, and in the best case the warrior ends up on the pig, where the axe can kill it and return on the same turn.

Otherwise, this is pretty straightforward. Moving the worker back up the plains hill 2SW of AO sounds like a decent idea, even if it might mean our axe will have to give chase.
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