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Intersite Game - Turn Discussion Thread

(January 23rd, 2013, 10:12)Boldly Going Nowhere Wrote:
(January 23rd, 2013, 09:44)scooter Wrote:
(January 23rd, 2013, 08:44)Sullla Wrote: You guys are incredibly good at sucking every last bit of enjoyment out of this game for me. frown

Can I just say - this isn't just a Sullla thing, guys. Some of you are just a little too tightly wound, and on one or two occasions I've been about ready to be done with the diplo thing for similar reasons. Considering that role is much less pressure/activity than turn-playing, I can imagine turn playing is probably more than a bit obnoxious. There's really no reason to get bent out of shape because a turn player handled a scouting unit slightly differently than you would have wanted. If there's no obvious consensus and/or strong opinions, turn player gets final say and that's that. If you think the turn player repeatedly does a poor job of exercising his "final say" rights, then nominate someone else to take his place, but I don't think anybody wants that here - Sullla has been great.

I don't think any of you have bad intentions or anything, just know that consistently second-guessing once a decision has been made gets pretty old. Ok, if the turn player randomly declares war on somebody then yeah, second-guess that lol. But if we're just talking a scouting unit, ease up. It's not a big deal if your suggestion gets seemingly ignored a couple times.

dito With absolutely no sarcasm (seriously), let's hug it out and move on. We're in great position in this game because we talk (sometimes to death) about issues/plans, even minute things that over time make a big difference. I don't think this issue of scouting is one of those, but every small advantage accrues. I think that we snipe over tiny things because the turns take so long and there's very little else to do in between. Let's all take a deep breath and exercise some patience with one another. It's the Germans we're truly peeved at. hatsoff

this is an excellent point. if we were playing regular turns, even 48 hour turns, we probably wouldnt bother with minutia like this as much. sometimes people are just anxious to talk about something, and if the turns just don't roll, internal bickering is natural.
Please don't go. The drones need you. They look up to you.
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(January 22nd, 2013, 22:10)SevenSpirits Wrote: Only change for current turn (90) is to move warrior from MMuse southward to guard a worker mining a grass forest hill in a couple of turns. This seems like a harmless action to take now even if we will not use this plan, so I suggest we do so.

Can we execute this move before the turn rolls in 10 hours please? I'm pretty sure we're agreed on Monarchy after Monotheism with a double revolt so the plan will need to be changed, but the first few turns should still be the same.
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Done.
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Turn 91 - 600BC

The turn that we met CivPlayers - although not quite in the way we intended.

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First things first. We found the last CivFanatics city (Lana) over to the east where we knew it had to be located. The city is size 5 with a granary and Jewish temple inside. That temple has to be brand new, as the city has religion + temple but still hasn't popped borders yet. CFC seems to have a large number of floodplains tiles over there, and they are duly cottaging them up right now. From Lana, I moved the scout northwest-northwest in the hopes of spotting Spanish Apolyton borders soon.

Now over in the west, when I logged into the game I found that we had already met CivPlayers. As it turns out, their city popped borders between turns, and our axe actually met them without moving. lol They hadn't logged into the game yet at the start of the turn, so I moved west as planned and took this picture:

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Their city happens to be on a hill, which means that we have visibility on the center tile. Size 2, planted on a wines resource, a monument inside and nothing else in terms of buildings, with a single warrior for defense. That should be a fun moment for them when they log in this turn, seeing our axe right next to their city. We kind of have them by the balls here, so feel free to use this in diplomacy. I have a feeling they might be amenable to an NAP right about now.

We also planted Brick By Brick on the stone as planned, taking us up to 10 cities overall. UniversCiv has 8 cities and I don't think anyone else has more than 7. This was great news, as we finally secured our own source of horses, stone, and wines. The bad news is that the new city borders revealed some more Aztec culture down to the south. Looks like that western city we were thinking about earlier today won't be happening:

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As best I can tell, their city is on the plains hill tile I marked in white. Such a shame, the spot one tile south of the wines would have made a really nice border city for us, and established the river as the dividing line between us and CivPlayers. Ah well. We should still be able to get another city west of Seven Tribes - what do we think would be the best spot? Time to discuss that as a group.

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In the southwest I attacked with Lew and we won flawlessly, no damage taken. Now sitting at 9 XP and almost a lock for Heroic Epic territory. If for some reason the barb spearman would move north or east next turn, we can wait and kill it with Lew for the final experience point. Assuming the more likely scenario where the barb moves onto the wheat, we'll kill it with the other axe. Even if we would lose that battle at 1% odds or whatever, we still wouldn't lose the city. This area looks good.

Overview/tile micro:
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There actually isn't much change in the tile micro this turn. We only grew one pop point, at Forbidden Fruit, and that works a plains forest hill (0/3) for the Expansive worker bonus. Everything else is exactly the same as last turn. I still don't know where that warrior out of Mansa's Muse is supposed to go. The unit is unmoved, let me know what everyone had in mind there.

We produce 169 base / 202 modified beakers this turn towards Currency. We'll be able to finish easily next turn at 50% rate with room to spare. (In the test sim, we could run 40% science and still get the tech.)

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Start of turn Demos. I've reassigned our Espionage points towards CivPlayers for now to try and get their bar graphs.

I don't have much to add here right now. The turn rolled late at night and I'm feeling a bit drained. The main tasks for the team right now should be sending off some kind of message to CivPlayers and thinking about how to redo our dotmap in the far west. We're planting another city over there in about 5-6 turns, making now the time to establish where it's going. Really going to miss that spot we didn't get. cry
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that sucks. :/
Please don't go. The drones need you. They look up to you.
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My initial thought is the grassland tile or the plains hill 4S or 5S of Brick By Brick respectively are the best two candidates to fill in that area.
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Well, the obvious solution is to attack and raze that city!

(I'm only slightly joking)

The borders are also rather awkward, if i'm reading this right, there are two floodplains that will be forever orphaned.
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(January 24th, 2013, 00:29)Azza Wrote: My initial thought is the grassland tile or the plains hill 4S or 5S of Brick By Brick respectively are the best two candidates to fill in that area.

I like the plains hill as well. we'll be in a culture battle with the aztecs, but with stonehenge and religion that isn't too bad.
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Remember to reenable growth at Seven Tribes this turn.
I have to run.
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Sullla, one micro tweak that I'm not sure you picked up for this turn (Noble's map isn't that easy to follow):

Forbidden Fruit works banana, spice, forested plains hill, and gold this turn.

Mansa's Muse works corn, 3xplains, plains hills mine.

We lose a few beakers since FF lacks a library, but get 2 bonus hammers to MM's worker and one to FF's worker.
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