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Intersite Game - Turn Discussion Thread

I defer the details to the people putting the time and effort to make the plans. I would chime in as a suggestion, that I would rather have the stone city (with horses) over having the other cities some turns earlier. But this is pretty high level and I don't feel strongly about it. Also, if someone gets the horses or the stone city I am thinking that we should at least consider taking over that area by force unless we see horses somewhere else. Thanks to all that are doing the sims and planning.

Kalin
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Turn rolled. I've taken demos and graph screen shots, but the report and pictures will take a bit to prepare.
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Some things to decide for T74

1. The barb in the south:




I think we should send our axe in AO to handle that barb, by going 2SE, now that Boldly can serve as MP.

2. Finish IW this turn? We can finish off IW at 60% science this turn, without losing any commerce (we will be at 75 per the micro plan, ie a 45/30 split).

I vote for getting IW this turn. Knowing the location of iron 1t early would be a good thing, if only because of the tile bonus and being able to plan the workers and city settlements earlier.

3. I think our scouting axe in the southwest should go SW this turn and then NW onto the hill, just as Sullla proposed in the T73 report.

4. Go for vertical growth (as per Novice's plan) or horizontal growth (as per Sullla's plan or my plan)? And should we go for settling Concrete Horse by galley relatively soon after we get Sailing?

My vote here is to wait with Concrete Horse a few more turns, when we can settle the city without sinking early hammers into a galley, and can more easily provide military escort and worker support to the city.
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My opinions to kjn's questions:

1. Yes, we should intercept with the axe in AO because if the barb goes NW-NW I am not sure what we could do.

2. Yes, finish IW.

3. Agree.

4. Not decided yet, slightly favoring horizontal. I am not sure how to quantify how useful a galley would be at this point. It doesn't seem that useful for 50H (which is a lighthouse), but could save worker turns + a faster stone/horse city. Still thinking.

Kalin
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Agreed on 2 and 3. 1 is ok too, I guess we can send the axe finishing in FP to TH then. As for 4, is there any difference between the two plans for this turn? We'll have to reevaluate next turn anyway.
I have to run.
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Turn 74 - 1040BC

This was another fairly quiet turn.

[Image: ISDG-291s.jpg]

Exploring in the southwest found nothing of interest. The move onto the plains hill next turn should reveal about a half dozen tiles. Depending on what we see, we should be able to place our next city with more certainty. There are already plenty of useful spots based on what we can currently see.

I do wonder what's down there in the extreme south, where we can clearly see a tundra region. Is there an ocean at the south pole? Is it pure ice? We know it's a Toroidal map, but how does the whole thing wrap around? Sometime in the future, when we have excess units to spare, we'll have to go and figure it out. (I believe all nine teams are placed just north or just south of the equator jungle belt, diagonally spaced from one another. I don't think it's three rows of three, because that would have someone starting in the tundra, and that would be unbalancing unless there's something we're not expecting down there.)

[Image: ISDG-292s.jpg]

We had population growths in Mansa's Muse and Focal Point this turn. We added one extra plains cottage at Mansa (the one next to the cow above) but this still leaves us short an improved tile. Technically we could shuffle things around and work the lake tile at the capital, but we may as well take this opportunity to run a Priest specialist and get closer to our shrine. We're currently halfway there, exactly 50/100 points. Mansa will also hit the 500 culture mark in about 15 more turns, popping out our borders another ring in all directions. Mansa's Muse popped onto the Top Five cities list this turn, upon hitting size 5. We have two of the top five along with our capital. thumbsup The top city is a size 7 capital, very likely to be CivPlayers or CivFanatics with their one point of extra happiness from religion. It's pretty clear that everyone had a gold resource near their start, and have been struggling to get any extra happiness beyond that.

[Image: ISDG-293s.jpg]

Here's the overview shot for this turn. I'll mention the barb warrior in the south that kjn already pointed out. My thought is to keep the axe in Adventure One there for this current turn, and hopefully move north next turn to Tree Huggers. Basically, just wait and see where that warrior moves on this interturn. We'll probably be fine, but no reason to lose a cottage pillaged due to sloppiness.

With regard to the tiles, Focal Point picks up a plains cottage from Mansa's Muse, while Mansa grabs the new cottage and works a priest specialist. The other cities remain the same as before.

We are exactly break-even on science at 60% rate this turn, producing a steady 45 base beakers / 55 total beakers with standard 1.2 pre-requisite multiplier. At this current rate, it would take about 11 turns to research Calendar tech. Naturally this will go down as we continue to grow and expand as a civ. In practice, Sailing is expected eot 78 and Calendar will take another 8-10 turns after that.

[Image: ISDG-294s.jpg]

Demographics are about the same as before. We remain just a tick behind someone (likely UniversCiv and their 6 cities) for the Food lead, and essentially tied with someone else for second in GNP. The #2 team in GNP was at 85 when I checked. Apolyton is almost certainly the team in first, due to their early Academy. We are still third in Power, although the gap between us and the top two teams (the warring powers of WPC and Germans) has grown as they both continue to pump military and whip their cities. Their war is absolutely killing both teams, and they now sit with Spanish Apolyton in a group of three far down at the bottom of the scoreboard. These three are basically out of the game already; they have no realistic chance of winning. One or both of our neighbors should make for a tasty snack down the road.

We can see Demographics bar charts for all three of our neighbors now. They are posted in the C&D thread for the curious. We should be able to maintain visibility on these three teams with EP spending for the foreseeable future.

Next turn we'll be able to see iron and our exploring axe will reveal a big chunk of the southwest. I'll try to consolidate our various micro ideas into one plan then, once we can get a firm spot for our next city. I'll also see about doing an overview post for Turn 75, on the even date of 1000BC. We'll certainly have more than enough time at the rate this game is going.
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FWIW, the size 7 city belongs to CivFr.

It was founded in 4000 BC, ie it must belong to the Spanish, CFC, or CivFr.

It fits with the new rival best in population, which was CivFr last turn.

It it belonged to CFC, we'd see its name and team in the screen, since we have contact.
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The border pop in Mansa's Muse will probably be a a couple of turns sooner since the Stonehenge+Obelisk will double their culture soon. Which is nice. The 4th ring border of MM will bring the southern most of the three diagonal peaks within cultural control, providing us excellent vision over the oasis area.
I can see the scout is moving there as well. Do we move him in 1 tile steps to be able to run away from barbs for now? I say yes. Would be stupid to have him killed by a barb before he gets to CFC.

mh
"You have been struck down!" - Tales of Dwarf Fortress
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"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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(December 4th, 2012, 13:18)mostly_harmless Wrote: I can see the scout is moving there as well. Do we move him in 1 tile steps to be able to run away from barbs for now? I say yes. Would be stupid to have him killed by a barb before he gets to CFC.

I'm thinking moving the scout SE-NE next turn, and then continue SE from there. Allows us to double-move one turn at least.

We should probably tell CFC that we are sending a scout over to get a trade route, and tell them that we will have a scout 2N of the oasis on T76. We can ask about barbarians then too.
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I like Sullla's suggestion of simply staying put with the axe in AO this turn. EDIT: And I agree with the suggested scout actions as well.
I have to run.
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