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Intersite Game - Turn Discussion Thread

Ruff, please, lay off the Monday-morning quarterbacking. We had _plenty_ of discussion on the stream as Sullla made all the moves. We decided against a sentry at Wombatshausen because there wasn't anything we'd be doing differently this turn based on what might be in there. The option will still be available next turn.

Yes, advancing a mace earlier would have allowed access to that forest hill. Sullla and Speaker didn't think of that two turns ahead of time and I don't see you or anyone else having suggested it either. It's easy to see the right moves after the fact.
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But that's the point, if we had started collectively discussing this two turns ago we would have had more people with an opportunity to have seen it two turns ago. And more people talking about it that Sullla and Speaker via chat.

And Sullla just promoted all the 2-movers down the combat line so the sentry option is no longer there, if I recall the video correctly.


Not to say in the least that Sullla isn't doing a great job as a turnplayer and we are all appreciative and behind him. But ruff's points are still valid and we shouldn't squelch opportunities for improvement out of hand.
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People had plenty of opportunity to log in look at things and make suggestions. It's not like you have to wait till Sullla brings it up before discussing it.
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Yikes. With teammates like these, I'd hate to see our enemies. Thanks for sucking all the fun out of a turn that I waited to play for six months.
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(June 8th, 2013, 18:46)Tyrmith Wrote: People had plenty of opportunity to log in look at things and make suggestions. It's not like you have to wait till Sullla brings it up before discussing it.

This is very true, and even if one does not have the mod or cannot otherwise log into the game, Sullla et al have posted quite a few pictures of the situation over the last few turns.

Edit: Crossposted with Sullla. Geez guys, why are we all here in the first place? I'm here, when I boil it down to the very basic level, because I find civ4 mp to be fun. I imagine that's why most of us are here. It's great to be perfect, but at some point discussion and retro-analysis start to take away from the fun. I don't mean to say that I think that discussion is a negative thing; quite the contrary, in fact. Too little disscussion or needlessly shutting down or ignoring discussion is far worse, in my opinion, than too much discussion. However, that does not change the fact that I feel that we discuss quite well as a group, and hindsight, while a useful learinging tool, can very easily be abused.
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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Let's double-whip seven tribes for the knight this turn and allow gourmet menu to swap off its coastal tiles to the cottages that seven tribes is whipping away. Whips away two mediocre tiles and gets the knight to the front quickly.

At French riviera let's hand-build the forge over 8 turns.

I guess we single whip Catherine's theatre next turn to start the culture build-up.
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The FR forge will complete much quicker than eight turns because a chop is going into it. I'd guess it's closer to three turns.
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Good point. Also, the builds at Adventure One and Gourment Menu are fine by me.
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(June 8th, 2013, 17:53)T-hawk Wrote: Ruff, please, lay off the Monday-morning quarterbacking.

I'm not trying to be a monday morning QB. I thought the turn went pretty good.

Quote:... wasn't anything we'd be doing differently this turn based on what might be in there.

I don't agree with this comment. If we saw that the city in question was chock full of units after moving up a sentry WC then we wouldn't have moved up the other WC or Knight ... or the settler.

My post wasn't aimed at harping on the negatives. In fact, I don't there there were any negatives. I was trying to point out things that could have been slightly better ... mainly with more discussion.

We have a German War thread that I think we should be using more. I'll re-read that thread, log into the game and see if we can update the tactical situation. I think the strategic situation has been covered.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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T-hawk remembered incorrectly. That discussion was related to scouting the hidden tile 2E of Worms, in Ruff's second screenshot. Sulla didn't want to promote to Sentry in the west because we had a limited number of units and he wanted them to be in top fighting shape.
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