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Intersite Game - Turn Discussion Thread

IIUC the axe in GM needs to heal for a turn. After that I think SE-SW looks good as its first move. Not sure about the FP axes - maybe heal with our 4xp axe and hold with the axe in FP.
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(November 23rd, 2012, 20:11)Sullla Wrote: The current plan we are using is located here: https://docs.google.com/spreadsheet/ccc?...3Smc#gid=7 (There are some other things I want to change about this plan down the road, but I'll bring them up as we get to them. We shouldn't be working a plains hill forest at HF for 5 turns when we can very easily build another grassland cottage there!)

I agree, the plan for HF leaves something to be desired. However I think the workers turns are better spent cottaging the river plains at AO than cottaging a nonriver grassland for HF. So I suggest starting a worker in HF when it's size 4, leave it 2-whippable, resume an axe build and whip the worker on the turn that AO wants to grow to size 7. That lets AO work the corn when it's growing, and HF doesn't have to work suboptimal tiles, not more than one turn anyway.

Here's an example save stack - I'm aware that these aren't very interesting nor readable, but I'll attach it just in case.
https://dl.dropbox.com/u/15215428/ISDG1/...athers.zip
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(November 23rd, 2012, 20:42)SevenSpirits Wrote: Edit: also I feel dubious about not working the gold, but I haven't had a chance to check the micro plan for a while so I don't really have a leg to stand on there.

I was thinking the same thing. That is a premium tile. Aren't we better off working it and growing one turn later? What good is growing one turn early if we are sacrificing our best tiles to do it?
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(November 24th, 2012, 12:35)Gold Ergo Sum Wrote:
(November 23rd, 2012, 20:42)SevenSpirits Wrote: Edit: also I feel dubious about not working the gold, but I haven't had a chance to check the micro plan for a while so I don't really have a leg to stand on there.

I was thinking the same thing. That is a premium tile. Aren't we better off working it and growing one turn later? What good is growing one turn early if we are sacrificing our best tiles to do it?

It's related to when we're whipping a settler from AO. Once AO has whipped its settler, it wants the deer back to regrow ASAP. Therefore MM only has so many turns available to borrow it.

But I'm not sure when we want to whip AO. That depends heavily on what our scouting the next few turns reveals, IMO. If we decide to delay the settler whip (because our workers need more time to set up the next city), it might make sense to work the gold this turn. On balance though I prefer to grow while we know we can.
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How many turns would it take the new tile to pay back the 1 turn of gold? I guess it comes down to being able to make up the difference in one turn with that extra turn of pop.
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WPC declared on the Germans. Here is the current situation from F4 ...

[Image: WAR.jpg]
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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Thanks Ruff.

The interface is very confusing, but that actually means that WPC has 3 WW already. This is probably from WPC making an attack in german territory and losing.
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(November 24th, 2012, 17:31)SevenSpirits Wrote: The interface ... means that WPC has 3 WW already.

That is my reading of the situation too. Edit: Wait - is that what it means? Let's see ... Ragnar (WPC) has declared on Isabella (German) ... thus Isabella's '-5, you declared on us'. But the WW is shown against Isabella ... so the Germans are suffering from WW(?).

Either way, we need a WW master to turn up and tell us what this all means.
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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I read it that Isabella suffers 3 WW already.

I also checked the GlobalDefines.xml and the values seem to be identical with that explanation post from 2006, i.e.:
<DefineName>WW_UNIT_KILLED_ATTACKING</DefineName>
<iDefineIntVal>3</iDefineIntVal>

<DefineName>WW_KILLED_UNIT_DEFENDING</DefineName>
<iDefineIntVal>1</iDefineIntVal>

<DefineName>WW_UNIT_KILLED_DEFENDING</DefineName>
<iDefineIntVal>2</iDefineIntVal>

<DefineName>WW_KILLED_UNIT_ATTACKING</DefineName>
<iDefineIntVal>2</iDefineIntVal>

<DefineName>WW_UNIT_CAPTURED</DefineName>
<iDefineIntVal>2</iDefineIntVal>

<DefineName>WW_CAPTURED_UNIT</DefineName>
<iDefineIntVal>1</iDefineIntVal>

<DefineName>WW_CAPTURED_CITY</DefineName>
<iDefineIntVal>6</iDefineIntVal>

<DefineName>WW_HIT_BY_NUKE</DefineName>
<iDefineIntVal>3</iDefineIntVal>

<DefineName>WW_ATTACKED_WITH_NUKE</DefineName>
<iDefineIntVal>12</iDefineIntVal>

<DefineName>WW_DECAY_RATE</DefineName>
<iDefineIntVal>-1</iDefineIntVal>

Your unit attacks their unit=+3 if you lose, +1 if you win
Their unit attacks your unit =+2 (win or lose)
You capture a unit=+1
Your unit is captured=+2
You capture a city=+6
You launch a nuke=+12 (WW regardless of culture)
You are hit with a Nuke=+3 (WW regardless of culture... this is for All players hit by the nuke)
Each turn =-1

But I cannot make 3WW with no WW for WPC.

Anyone?

mh
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I've said it twice now, WPC made an attack in german territory and lost.

Edit: You don't get WW in your own lands (places where you have majority culture). From the heading of your linked article: "1. Combat Actions: only gained where you are not Culturally dominant". I thought this was the one part of WW that's common knowledge. My bad for not mentioning it if that caused confusion.
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