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Intersite Game - Turn Discussion Thread

That's an interesting idea. However, if we can build galleys there, then we probably will build a galley there later, and hence it can wait. Alemanni has a ton of jungled tiles, it needs as many good tiles as it can work in order to grow and whip effectively.

Another thing to do, I suggest we move that CRII axe 1N, for maximum spawnbusting, because if we spot something moving to the south we can always move the axe back home.
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I was actually wondering if it wouldnt be better to raze Alemanni and plant 1 W (to pick up rice and share the bananas). That gems is quite nice, and makes Alemanni best where it is smile.
Please don't go. The drones need you. They look up to you.
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Alemanni would still be better 1W if you ask me. The gems can be gotten with another city. But anyway, certainly not worth razing and we're not supposed to "settle past the oasis."

It will definitely be better to net the clams right away, no question.

We should heal up the axe inside the city before moving it anywhere.
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Nice! What are the current plans for settling in that direction (and south of it, towards CFC)?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Does cfc have iw?
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(January 13th, 2013, 14:30)kjn Wrote: Thanks for the report!

As far as I know, the plans for K are unchanged.

Yup, we were all good with the current plan for worker K. Although I had been interested in stealing him for mining duty, he's just too useful for the tasks we've assigned him.

Yay for the barb city growing this turn! smile
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I think its quite funny that we had the option to return Alemani to WPC. lol
Please don't go. The drones need you. They look up to you.
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I moved the last worker a tile southeast of Mansa's Muse, cottaged the tile, and ended our turn. That plains tile only needs one more worker turn to finish the cottage, although as a 1/1/1 tile it's not exactly high on the priority list for the city to work.

Regarding other comments in the thread: if our captured barb city only had seafood resources for food, then we'd be best off starting work boat followed by granary. However, since the city has a 6/0 grassland pigs resource to use in the first ring, it's better to go granary -> work boat instead. A galley doesn't appear to be needed any time soon on that lake, and it's probably exactly 20 tiles in size like the other lakes we've seen. Not much there to explore.

Seven brought up a good question about whether CivFanatics has Iron Working tech, and our best guess is that they don't. We know that they've discovered only one Classical era tech thus far, and our best guess for that was Mathematics. CFC's territory does not appear to have any jungle tiles so far, and with their possession of copper they would have little reason to go for early Iron Working. Since their city of Raj was also founded 9t ago, with grassland iron in the first ring, it seems likely that if they could see their iron resource, it would have been mined already. It feels like a safe assumption that CFC does not have Iron Working and cannot see the iron. We'll know when they do get it now by watching when that iron gets connected.

Civstats remains down, making it hard to check for any score changes. I didn't see any when I logged in to end our turn. Unfortunately, WPC has not played quickly on this turn, which means we likely have another 3-4 turn ahead of us. frown We desperately need to change this and speed up the game's pace. RB Pitboss #8 started three months later than this game and has already passed our turn date. We've played 10 turns in the last 33 days. It's a freaking disaster.
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Yeah, Civstats being disconnected is a pain. I've been using APTmod to check on the status, but it's far less informative in this case, as well as more cumbersome.

CFC definitely does not know IW. They had a power increase of 7000 on T85, when they had finished researching their first classical tech. 1000 of that was from pop. I can see them getting Aesthetics or Monarchy (though they don't run HR) instead with those constraints, but not IW.
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RE: CFC and IW -- can we find that from tile yields?
Kalin
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