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Intersite Game - Turn Discussion Thread

(May 28th, 2013, 17:02)Ruff_Hi Wrote:
(May 28th, 2013, 10:35)Sullla Wrote: The Germans also have a whole bunch of workers improving tiles along the border, so hopefully this looks fairly innocuous.

Maybe ... maybe not ...

(May 28th, 2013, 16:55)email from the Germans Wrote: Dear Neighbors,

We wanted to express to you how much we value and appreciate our close relationship and the trouble free diplomacy with you!
In light of your recent, dramatic increase in military power, we would just want to be assured that you are not intending to harm the grown trust and respect of our two people.
We would like to extend our current the NAP with you that is about to expire in a few turns. Would you agree to a new NAP until turn 175?

Best wishes from the cold north

lol. this is a little late.
Please don't go. The drones need you. They look up to you.
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[Image: C1unoVJ.png]
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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(May 28th, 2013, 17:45)sooooo Wrote: Cutting Edge: Shouldn't we whip this forge this turn? If we wait until next turn it will become a 2-pop whip which is not efficient when we are at the happy cap. A 3-pop whip now can overflow into a barracks like you planned to.
Technically a 2-pop whip sound better since then we can whip that additional pop later with +25% multiplier on it. (Seven has mentioned the forge mechanics here couple of times).
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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(May 29th, 2013, 00:20)Fintourist Wrote:
(May 28th, 2013, 17:45)sooooo Wrote: Cutting Edge: Shouldn't we whip this forge this turn? If we wait until next turn it will become a 2-pop whip which is not efficient when we are at the happy cap. A 3-pop whip now can overflow into a barracks like you planned to.
Technically a 2-pop whip sound better since then we can whip that additional pop later with +25% multiplier on it. (Seven has mentioned the forge mechanics here couple of times).

I think avoiding the unhappy faces is more important than the extra hammers for the barracks. We'd have to single-whip the barracks which would only give us an extra 7 hammers for the extra cost of +2 unhappy faces vs +1 unhappy face. I would whip the forge this turn, complete the barracks next turn and then start on a catapult whilst working all of the farms.
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I'm trying to log into the game for the first time, and after logging into our civ and downloading the game info I get an error about protecting the save (or not having permission to access the save?)- it disappears and throws to desktop too fast to read the whole thing. Does anyone know what causes that?
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(May 29th, 2013, 01:10)Tyrmith Wrote: I'm trying to log into the game for the first time, and after logging into our civ and downloading the game info I get an error about protecting the save (or not having permission to access the save?)- it disappears and throws to desktop too fast to read the whole thing. Does anyone know what causes that?

I think this happens when you don't load the mod before entering the game.
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(May 29th, 2013, 01:10)Tyrmith Wrote: I'm trying to log into the game for the first time, and after logging into our civ and downloading the game info I get an error about protecting the save (or not having permission to access the save?)- it disappears and throws to desktop too fast to read the whole thing. Does anyone know what causes that?

Do you have the mod loaded? I had no trouble logging in this morning.
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I usually take budget screen shots at the start of every turn, and thought it might be interesting to see how much our new city of Winter Wasteland costs us, and see how close we are to getting past the "peak city cost" limit.

Winter Wasteland produces 9C as soon as it was founded (due to international trade routes and the GLH). Before it was founded, our total costs were 348gpt, and after it was founded they rose to 365gpt, ie with 17gpt.

Cost itemBefore cityAfter city
Unit cost3636
Unit supply00
City maintenance167180
Civic upkeep9596
Inflation5053

So right now a new city costs us circa 13gpt if coastal, and 15gpt if inland (assuming a slider just over 40%).
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How do you get from 9C and 17gpt, to 13gpt?
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(May 29th, 2013, 03:40)SevenSpirits Wrote: How do you get from 9C and 17gpt, to 13gpt?

WW generates 9C. At breakeven it generates just under 5gpt, so I say 13 since I round everything down smoke
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