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Intersite Game - Turn Discussion Thread

Yeah let's defog the coast with the scout so that we don't have to build as many roads for a trade route.
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Thanks for posting that conversation with CFC. It doesn't sound like it changes our current plan for the scout: continue moving one tile per turn, scouting south along the coast as safely as possible. At least now we know how far away their city is located (I think we all believed they were closer than they are). Good news for us.

I've ended our turn as we seem to have finished everything we needed for this turn.
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Agree with all Sullla's proposed moves.

A comment: the fact that there is no cover for the scout en route to CFC is actually good imo. A barb warrior will kill a scout in forest/jungle or on a hill anyway. This way we can continue to cautiously move 1 tile at a time and duck back if needed.

Kalin
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The game was down for some time earlier today, and is now back up again. The hosting has changed to a slightly different IP address: 178.17.156.44 Be sure to update your login information. I've put it into the first post of the stickied turn tracking thread.

I checked to see how much time was left on the clock (with CivStats still being unconnected despite the game being up) and found the German team in game. Their player Flunky wanted to talk with me:

[Image: ISDG-309s.jpg]

I thought that was it, because Flunky didn't type anything for about a minute, so I closed the window. Then he messaged me again for a longer conversation:

[Image: ISDG-310s.jpg]

Looks like they are having some real team issues. Their turn player is definitely just using all the time available hoping for more posts... and not getting much input. Good news for us, bad news for turn pace going more quickly.

I hope I answered their question about city placement well enough. Thought that was fairly nicely worded... We do have our upcoming cities planned in other directions, but I didn't promise we wouldn't expand further north in the future. Sophistry is fun. smile There was nothing more after that picture, Flunky just said he had to go and closed the window.

We are actually waiting on CFC to end turn now. This is the first time in about two months that they were not the last team to end turn.
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Cool. smile

(December 13th, 2012, 20:55)Sullla Wrote: We are actually waiting on CFC to end turn now. This is the first time in about two months that they were not the last team to end turn.

Sounds like it's time for our admin to give CFC their final warning before in-game penalties commence.
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What happened? http://forums.civfanatics.com/showthread...st12070146

Did JerryDemmings's firewall settings prevent CFC from logging in? Maybe they will vote to reduce the timer now? lol
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No... what happened was CivFanatics never ended their turn. We Play Civ wanted to log in and play at the start of the next turn, but that next turn hadn't begun yet. It wasn't a connection issue, just CFC not ending their turn. This means that WPC won't be able to end turn until tomorrow, and we'll have an extra long Turn 78.

The only good news is that the other teams seem to be coming around to our position on shortening the turn timer. That and we have a new turn to play. Details to follow in a couple of minutes.
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Never mind, missed your last sentence.
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Turn 78 - 925BC

We've spotted another city. smile

[Image: ISDG-311s.jpg]

I moved our scouting spear a tile north, which gave us visibility on the German city of Worms. Currently size 3 as shown, with a barracks and a terrace inside and one quechua on guard duty. The German team has a worker in a nearby forest tile (presumably to chop) and they've irrigated two floodplains tiles for some reason. I guess they needed the food here? It doesn't feel like the best tile management to me. Worms was the second city founded by the German team, which means that their capital is probably further up that river. We now have an indisputable trade route defogged to the German team, which should go into effect when we build a road on the bananas tile next turn and discover Sailing.

Note that there is a barb warrior two tiles northeast of Mansa's Muse in the extreme right corner of the above screenshot. We have an axe that can move onto the gold tile this turn, or we can sit back and let the barb move there on the interturn and then whack it. It's probably safer just to cover the gold tile, although the barb warrior will not attack an axeman directly. Let me know what we would prefer to do.

[Image: ISDG-312s.jpg]

In the southeast, I moved our scout one tile south, then saw that he couldn't be attacked by anything, and moved him another tile south next to the coast. This revealed the fish resource in the presumed lake, and pretty much locks down where we'll be placing our city in this area. The other good spot would be northeast of the corn / south of the oasis, but I thought we had promised CFC we wouldn't settle there (?) Might want to check on that. Well, you guys can talk it out on the exact spot. I expect that we'll be settling here in about a dozen or so turns, after the current round of double expansion to the southwest and spices. I still couldn't see any CFC cultural borders after moving; their city must be further east.

[Image: ISDG-313s.jpg]

The barb in the southwest moved forward one tile; I'm glad that I left the axe inside Gourmet Menu and did not send him our scouting earlier. Our micro plan calls for the worker highlighted above to move southwest of the city and road that tile. This lets us settle the cows/wheat city a turn faster (on T80). I've left the worker unmoved for now; the obvious suggestion is to make that planned move and cover the worker with the axe inside the city. Let me know if I'm overlooking something obvious here.

Oh, and the axeman on the hill hasn't moved either. Suggestions? I would be fine with keeping him there for one turn to heal to full and continue providing that excellent sight range.

[Image: ISDG-314s.jpg]

We also conducted two double whips this turn, at Adventure One (settler) and Horse Feathers (worker). Both cities will regrow immediately next turn to get back one of the two population points they lost. In the meantime, we had to drop the youngest plains river cottage at the capital and Mansa had to work a second Priest specialist (not that this is all that bad; it speeds along our future shrine). Gourmet Menu also grew for the first time this turn, picking up a second floodplains cottage and going to +4 food/turn. It will expand borders in 2t and finally pick up that clams tile. Tree Huggers is set to grow next turn as well, and grab that awesome grassland gems mine (2/1/7). Now that's a tile...

Two workers moved to road the bananas for our German trade route connection. Two workers finished our iron mine. Three workers moved southeast from Tree Huggers, nearly building a grassland cottage along the way. The last one is still waiting to build its road in the southwest by Gourmet Menu, as explained before.

CivStats was disconnected when the turn rolled, but fortunately we can pull the score increases from screenshots:

RB: 225 -> 231 -> 221 (4 pop whipped)
CivFr: 206 -> 209 (1 pop)
Apolyton: 196 -> 211 (Classical tech, 1 pop)
UniversCiv: 188 -> 190 (1 pop)
CivFanatics: 161 -> 163 (1 pop)
We Play Civ: 142 -> 145 (1 pop)
Spanish Apolyton: 136 -> 138 (1 pop)
Germans: 128 -> 130 (1 pop)

No score increase for CivPlayers (205 points). No one was in-game when the turn rolled, so that rules out any immediate whipping shenanigans.

Here are Demographics from before and after we whipped:

[Image: ISDG-315s.jpg]

[Image: ISDG-316s.jpg]

Not too bad overall. We'll be planting cities on T80 and T82; I think we'll have an excellent chance of leading all the major Demo categories after that. Depends on what everyone else does, of course.

That should be all for now. Feel free as always to post comments and suggestions.
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Let's move the axeman on the hill SE-SE-NE so we can finish defogging for Seven Tribes please...we need to do it starting this turn or there won't be enough time.
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