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Intersite Game - Turn Discussion Thread

The strength ratio is 3.3:1.6, so we would NOT get 2 experience. We should promote and either stay put or attack I think.
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I take it we didn't get any religion spreads?
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(January 9th, 2013, 02:01)NobleHelium Wrote: I take it we didn't get any religion spreads?
Nope.

mh
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Turn 86 - 725BC

A quiet turn, building small advantages.

[Image: ISDG-371s.jpg]

Not much going on up here in the northwest. I checked the time to heal on our recovering spearman, and realized that I made a mistake in describing the situation here last turn. Units heal 10% of their maximum health each turn they rest in neutral territory, that was I thing that I knew for sure. However, they actually only heal 15% of their max health inside your own borders, not 20%. The 20% number is the rate at which they heal inside your own cities, not simply your borders. My mistake. Therefore, instead of moving 1t + healing for 3t + moving back 1t, it's better simply to heal the axeman in place for 4t at the neutral territory 10% rate. As such I did not move this unit on this turn; the axe will go from 2.8 -> 3.3 health next turn. We can still change if desired for some reason.

[Image: ISDG-372s.jpg]

The biggest action of the turn was probably attacking the barb city with axeman Dantksi. We went in unpromoted at 96.6% odds and did emerge victoriously, taking a few hits in the process. (Our axe was hit 4 times in the combat log, but still could have absorbed 2 more hits without dying, so I guess it wasn't all that close.) The axe was sitting at roughly 1.5 health after that fight, and I decided I didn't want to take any chances with this unit at low health. I double-promoted to City Raider II, which gives us over 99% odds for the last warrior. If the barb city doesn't grow next turn, I'll move the axe onto the northeast hill tile to reveal more tiles.

In this part of our territory, Mansa's Muse double-whipped its worker (size 7 -> size 5) to drop out of starvation diet. We get a very large amount of production overflow here which will go into another worker; I'll post a screenshot of that next turn. This is all good stuff given how badly we need more workers to develop all these cities. Whipping Mansa's Muse also freed up a grassland cottage for Focal Point to work, as it grew to size 5 this turn.

Over at Forbidden Fruit, the workers have new roads in place on the spices and southeast of the city, plus a road halfway done on the bananas. They will start the spice plantation next turn as Calendar comes in, finish it T88, and then get to work on the banana resource as the city borders expand. We also will get a border expansion from Mansa's Muse next turn as it hits 500 culture.

[Image: ISDG-373s.jpg]

I moved the scout in CFC territory NE-N-N-NW this turn and defogged the tiles shown. We found Daivagati, their fourth city, and a tiny little four tile lake. Daivagati has religion inside, but it must be recent because the borders have not spread yet. CFC doesn't seem to have all that much in the way of infrastructure in the cities we've seen thus far:

Indira: Palace, Granary, Library
Terasvin: Granary
Daivagati: Granary

That's not all bad for them, since it means they have likely been putting their production into workers and settlers. Nevertheless, we have larger cities and more cities while also have more infrastructure too, despite their Fast Workers. I'll take it as a good sign.

Note that CFC just chopped a forest two tiles west of their capital this turn, on the spot I marked with a temporary sign. I plan to send the scout E-NE next turn onto the sheep tile, and then double back to the south if there's nothing further in that direction.

[Image: ISDG-374s.jpg]

Here in the southwest, I brought down the axeman from Gourmet Menu to play zone defense, which allowed axeman Lew to kill the nearby barb warrior. The northern axe can cover any of our workers as needed if barb units pop up, or retreat back into Gourmet Menu in a single turn. I promoted Lew to Shock before fighting for the healing, but unfortunately we got a somewhat unlucky combat result, taking more hits than expected. The unit now sits at 3.2 health, about where it started the turn. The good news is that this unit picked up XP #8, and with all the barb activity down there it's just a matter of time before this unit goes Heroic.

Moving onto the hill tile revealed a whole bunch of tundra wasteland nothingness. frown

The old plan for the workers here simply said "they keep doing what they were doing before." That didn't seem correct and so I made a slight change here. One worker finished the wheat farm, the second worker on that same tile moved NE-N to finish the plains cottage to the north of Seven Tribes, and this allowed the final worker who had been building said cottage to move NW and start a floodplains cottage there. This allows the two northern workers to finish the floodplains cottage southwest of Gourmet Menu on the same turn that it grows to size 6. (The southern worker roads the wheat tile over the next two turns, which is useful for movement purposes and we could definitely use the health from the wheat down the road.)

My apologies if we were planning something different with the worker moves here. It seemed to me that roading in place on the wheat this turn forced us to waste a worker turn later and delay the SW floodplains cottage by a turn. I do my best to keep up with all of the plans as they come in, but it can be confusing sometimes.

[Image: ISDG-375s.jpg]

Most people wanted to move away from CivPlayers without making contact, and axeman Wyn followed those directions. He will move north next turn and defog this region in preparation for our settler.

[Image: ISDG-376s.jpg]

Overview picture for the turn. Mansa's Muse is working its two resources and the three plains cottages. Forbidden Fruit still has the corn tile for the moment and will hit size 2 next turn. Focal Point and Tree Huggers are on their obvious tiles. The old plan had Focal Point swapping to a worker here, but my understanding is that we want it to grow to size 6 now because we just double whipped / overflowed into a pair of workers at Mansa's Muse. Let me know if this is not correct; I have it remaining on library for the moment.

The capital has swapped off of its temporary worker to start growing again, timed with the connection of Calendar resources. Did we decide to stick with barracks here? Obviously we are just dumping production into something while growing, but let me know if the idea was to put that minimal production into an axe instead. I figure we don't want a unit here due to production decay. Horse Feathers picked up a forest chop into its settler this turn, and as such works the 2/0/3 coastal tile instead of the 1/1/1 non-forest silks tile. (I took this picture before making the swap; it's since been corrected in-game.) Next turn we double-whip the galley in HF and overflow into the settler to complete it. Gourmet Menu has grown onto the new plains riverside cottage tile, and Seven Tribes works the two improved resource tiles, cows and wheat. In the future, we'll have to remember to farm the plains tile northwest of the wheat to chain irrigation to it.

We made 141 base / 170 modified beakers this turn and will finish Calendar tech at end of turn. I'm reasonably certain that we will be the first team to discover that tech. We definitely want to make sure that we are the ones to land the Mausoleum, and with the Great Wall and Pyramids still untaken thus far, I like our chances. (I do expect the Pyramids to fall in the next 10 turns, given the stone resources we've seen and at least one team trying to rush for it.)

[Image: ISDG-377s.jpg]

We're tops in everything that matters on the Demos screen except Production and Power. Whipping away the 0/4 plains tile at Mansa's Muse is responsible for the drop in Production. However, in our entire empire of 32 population points, we are not working a single "normal" mine tile (just the gold resource and iron resource) and nevertheless are still right up there in production with everyone else. GNP and Food are dominant. I checked our 60% science rate, which is exactly break-even this turn, and we are still #1 in GNP by about 10 points. At 0% science, we are still second in GNP behind what is almost certainly Apolyton running at 100% rate. Looking good here, looking good.
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Just imagine if CivPlayers had been a turn or two later on Oracle. We would have had Currency for ages, we would have already had Calendar a few turns ago, and probably be well on our way to finishing Mono/HR.

What is our current plan on getting an Academy?

We will have a ton of cities and a probably a well spread religion. Given some of the shenanigans expected in diplo, any thoughts about taking over the religious trio, especially AP to stop any potential nonsense with that?
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AO needs to be building an axeman and not a barracks, everyone agrees on that. We will not suffer decay on it. Please change that. FP building a library is also agreed upon. Everything else looks good, including the worker modifications by ST/GM even though I haven't fully thought that through yet.
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Just a quick comment here, and I know that we were late in the micro thread in documenting stuff, but not having the road in place next turn will probably either delay the last FP cottage for GM or cause us to lose a worker turn. Will have to look at this.

Growing FP in preparation for a whip at size 25/30F or full size 6 (probably the latter) is the intended plan right now, yes. Good job getting decrypting our notes and comments that were going all over the place! thumbsup

From tile culture around Daivagati I could see that there is one CFC city to its northeast, and one to its southeast. The tile 2E of Daivagati is entirely surrounded by Indian culture.

I have a feeling that Matra is the city northeast of Indira/southest of Daivagati - what about moving our scout E-SE-SE and see where the road leads us? We can move in a SE-N/NE pattern through CFC's land?

Good job!
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heh was just about to cross post about culture @ Daivagati smile thanks for stealing the thunder, kjn!

I believe the city NE of Daivagati is pretty close - NE-NE-NE or NE-NE-E of Daivagati
The city SE is a little tricky as I'd expect it to be where those 2 roads converge, but it looks like there is forrest on the tile E-E-E-NE of Indira.

I was thinking that there may be 3 cities there, but i would bet its the holy city there in the SE. Is Matra the holy city?
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I love those overview screenshots.

It looks like the fastest way to get trade routes with CFC would be for both of us to settle a city on the sea southeast of Focal Point / west of Indhira.
I have to run.
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(January 9th, 2013, 14:23)waterbat Wrote: I was thinking that there may be 3 cities there, but i would bet its the holy city there in the SE. Is Matra the holy city?

Terasvin is the holy city.

And just because you asked:

[Image: ISDG-T86-cfc-culture-tiles.jpg]
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