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Intersite Game - Turn Discussion Thread

Another +1 for wealth building wealth at TH. Let's spread ourselves. From WPC's perspective, we could have just gifted as soon as we entered borders in the first place. As for scouting, map info is too important, we have to scout with whatever we have available, and the WC is it. S, SW next turn to the forest, then probably SW/SW after. That should uncover most of our southeastern coastal area. There might still be a silver tucked away down there. Or marble.
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(March 10th, 2013, 22:17)Bigger Wrote: I wonder if CFC won't revolt to police state for a bit to push back the zulus? They are spiritual, right?

Yes, and I had this thought too. Hopefully this is the case.

CFC has a lot of pop, and Rep/Caste could see them making quick progress on the tech tree. The longer they stay out of Representation, the better.

Sulla i agree with not attacking the warrior near the Western ocean. Keep on trucking around that water.

Also, yay fur! The desert tile just NE of that finger of water looks like a great port in the presumed Southern ocean. That finger does sport waves, right?
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I wouldn't characterize that as a "great port." lol It'd need farms chained to it to be a passable city.
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I think it's worth it for Lew to knock off the spear. We don't want another unfortunate chariot pileup.

(March 11th, 2013, 00:25)NobleHelium Wrote: I wouldn't characterize that as a "great port." lol It'd need farms chained to it to be a passable city.

You. Me. Dotmapping thread. Now! ...after the chariot scouts some. ha.

I agree, food is scarce. But redeeming desert, meshing with Seven Tribes, claiming fur, and a defendable sea approach are major positives.
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Yeah, maybe. 1E of that might be better though, depending on how it meshes with everything else.
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Don't worry about not killing the barb with Sian - scouting is important too, and your decision is very much a style of play one. For that matter, it will be interesting to see after the game if the other teams has had as much trouble with barbs as we have had.

Excellent that we will have access to fur! We should probably push for some city south of Seven Tribes to secure that huge land area to our south (we've already secured it against CFC thanks to Starfall). Crappy land, but a decent amount of resources. Lets hope for some seafood.
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Logged in after the turn rolled, to be met by a message from WPC about where they want missionaries (their capital and in Hill to the Sky, SE of their capital), and now I can't get out of the diplo interface...
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is the game paused?
Please don't go. The drones need you. They look up to you.
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Wow, this forum gets really dead when I don't have a chance to update things. The turn rolled late last night for my local time, and I only had a chance to move our scouting units before heading off to work today. I'll finish things up and post a fuller turn report tonight. In the meantime, here's what we saw from our exploring units.

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This is the message that greeted me upon logging into the game. Kjn, if you're having problems with this screen, try hitting "Exit Diplomacy", which has always worked for me. I sent them a message back saying that we would follow their request and the missionaries were on the way. Here's what the first one spotted in their capital:

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No other cities immediately visibile, the same kind of mirrored starting terrain that we've come to expect around all of the capitals. I spread Hinduism in the capital without any problems. Note that their capital is only size 6, and they do not have any floodplains in their starting radius. This is because WPC moved their settler on the first turn; my best guess is that they started on the tile east of the bananas. In another sign of curious management, they have never improved the bananas tile at all. It's still a bare 3/0 tile with no farm or anything. Note that just by settling on the banana tile and turning the center of our capital into a 3/1 tile, we've picked up 113 food over WPC since the game started. That adds up into a lot of extra growth...

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War chariot scout revealed the German capital on the same turn, exactly where we predicted it to be north of Worms. Here's the area in more detail after further movement:

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They also gave up their floodplains tiles at the capital (just out of sight to the west) in order to get four resources in the starting radius. That might even have been the right choice for a non-Financial team, although I still think that settling on the bananas was the best location. Unlike WPC, the German team definitely has a farm on their own bananas. Webringen has the exact same infrastructure as all the other German cities: barracks and terrace. No sign of a library. Their capital is stuck at a mere size 6 for lack of Hereditary Rule civic and happiness resources.

From here, we'll keep poking around in German territory until they kick us out or whatever. They have quite a few cities now, and we still have visibility on only three of them. Hopefully it won't take too long to scout them out with our chariot.

The other scouts moved without finding anything too interesting. We also didn't move next to any barbarians, and all of them appear to be safe for next turn. The deep south didn't turn up anything of note yet, just more water tile between ourselves and CFC. It's looking less and less likely that the land connects to them through the south; we may have a true ocean down there. We'll know more in a few turns.

The other news of the turn was the building of Temple of Artemis by CivFr. We don't really care about this wonder at all. What it does tell us is that CivFr almost certainly has marble connected; I can't see them building the wonder otherwise. That's a bit of a bad break for us, as we easily would have beaten them to Mausoleum otherwise, and we'll have major competition for Taj later. Best to assume that they have marble until we see otherwise.

Apolyton finished researching Civil Service tech this turn as well; I will have to check to see if they burn a turn of Anarchy swapping to Bureaucracy, they had not logged in yet when I played earlier. This is good new for us, since it means we'll get the 3% bonus beakers when we research the tech ourselves. We'll actually be ahead of where I have us in the simulation, since 3% bonus on 1400 beakers researched is not insignificant. The rest of the score tracking I'll have to leave to kjn.

More to come later tonight when I have the chance to finish the turn.
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Yeah, I tried to hit "Exit diplomacy" - no dice. Caledorn reported some ISP issue in the game tech thread, so it's probably that.

I found via culture bleed that there is a CFC city southwest of Bulawaya. You might want to turn our scout around and check it out. Not sure if the Spanish are planning on opening a second front there.

Note also the development of WPC's cities. Their capital has a barracks and a totem pope - that's it. No library, and no granary.
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