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[SPOILERS] Lewger goes for the Bigwyn

I have a question.. for Krill, or whoever knows. The Cristo now does this:
Cristo: +200% SPI production, -50% Anarchy instead of -100%.

What the heck is SPI production?

ugh, this change just makes the spiritual trait even more overpowered in RB mod, heh. Not sure its worth much at all, since non spiritual traits will be limiting their civic changes to golden ages at this point anyway.
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Does it mean you get +200% hammers building it if you are SPI? Still seems pointless for a SPI civ to build though...
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Sigh... maybe we should kill his scout? If he gets a hut that should be ours... Balls.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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can you get on chat? he hasn't moved yet, we can still consider it. need to decide quickly though.
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(November 19th, 2012, 03:05)Lewwyn Wrote: Sigh... maybe we should kill his scout? If he gets a hut that should be ours... Balls.

(November 19th, 2012, 03:06)Bigger Wrote: can you get on chat? he hasn't moved yet, we can still consider it. need to decide quickly though.

well a lot of help you are. Forcing me to make the decision, I see wink.

well I played around with our city. If we fail in the attack we can pump out a warrior in 3 turns if needed by working the forest plains hill and wheat. or we can switch over to rice when its done, grow to size 3 and finish the warrior before going back to worker/settler. If he decides to harass us with the injured scout we can block him from our grains (worker is one the rice, we can move the healed scout E, and if he moves towards wheat we can plant our scout on the wheat). of course, he'll more likely run away to scout the land we haven't scouted yet.

so its 78.3. 4 and 5, worth the gamble. That scout annoys me. Do wish I could have gotten it on flatland, but oh well. Ill post results in a sec.

also, we got graphs on serdoa this turn and his power is well below ours - he hasn't built a warrior yet. Bonzai!!
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[Image: p9kEz.jpg]

well fuck. I moved the scout 1 E. serdoa's scout is .1 health, heh. If he runs away, ill move our scout to the spice tile to start scouting. if he moves to the forest tile north of the rice, ill move to the wheat to protect it for our citizen.

tenatively qued the warrior and working the plains forest hill, but I haven't ended turn. Im going to play around with my sim to figure out the least painful way to get another warrior out.

should we offer a peace treaty?
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well we can pop out a warrior and grow to size 3, but we'll lose 2 turns on the settler. i feel like that can be trimmed to one turn, but haven't been able to yet. Maybe its best to just continue on our micro plan and hope he runs? we can still scout with our scout.

I'm going to offer serdoa a peace treaty (we can't finish off the scout anyway) and continue on our micro plan for now. lewwyn feel free to override me if you think we need that warrior asap.
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Bugger.

I'd hold off on the new warrior until after the settler except that we know Azza has one - so long as we play after Azza we'll get three turns of warning if he's sending it this way. That's enough to build a new one isn't it?

Good thinking with the scout moves.
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Have we got first or second half of the turn timer? Neither you or Serdoa have ended turn...
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well we attacked first. we have no movements. so i'd say first. im gonna screw with the micro and then end turn.

im thinking maybe worker - warrior - settler?
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