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Intersite Game - Turn Discussion Thread

lol

Seven Knights! Seven Whips! Seven Tribes! (Seven Spirits!)

Sorry, that was hilarious.
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Sullla, are you aware that you can turn off automatic unit cycling? So you don't have to - every time you take an action with a worker - scroll back to the worker and select it again so you can cancel the order. I don't know how you can stand the game jerking the camera around like that. lol

(With auto unit cycling off, you press "w" to cycle through units.)
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(June 11th, 2013, 21:52)NobleHelium Wrote: PROTIP: You can tell whether your unit won an attack before the animation finishes by seeing whether the dot on his portrait is green/yellow or red in the unit list. Red means it's dead.

This blew my mind! And I worked so hard to memorize the combat animations and cheat the game to get a few seconds of spoilers. banghead

By the way, Sullla, I was watching the stream again (my internet can't handle it live) and I've seen you mentioning using the WB to test the odds of the WE vs. Spear battle. You should really try the Combat Calculator that is in the link I posted above (it's just an excel program, simple and small). It's really, really easy to use and requires way less work than a WB test. And you can use it to get a quick look at the odds of a specific matchup, without having to promote units ingame (so you can maybe save the promotions for another time).
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Just finished watching and saw you swapped back onto the horse tile from the cottage. I would rather work the cottage. I treat fresh cottages that we are planning to work consistently as 2.5 commerce tiles - 1.5 more than their printed value. (And that's without any support from PP or civics.) As a FIN civ, they are even worth 3.5 commerce! (Well, a bit less, since you don't get the +1 for the first 10 turns, but from what Sullla said, the cottage is close to upgrading to a hamlet.)

The comparison to make is 2 cottage turns vs 1 horse turn, subtracting 2f 1c from each tile to account for citizen food and maintenance costs. (Maintenance is likely less than 1c, so I am being generous to the horse tile.) So it's 5c from the 2 cottage turns, vs -1f +4h from the horse. If food is 8, production is 5, and commerce is 3, the cottages come out ahead 15 to 12. It really helps here that we are FIN.

But even more than that, this is a small city which right now has quite some happy cap available to grow onto more tiles. In this situation I think food is worth extra. So I think cottage is the clear choice.
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Thanks for the shout out. 6:30 am so I was still counting sheep.

(June 11th, 2013, 22:03)pindicator Wrote: is there a plan to pillage the villages by our newly captured city? I know we want to push units forward, but we also want to pillage before they fall under our borders

I think this needs to be addressed this turn because tree huggers borders will bring it into our borders and we won't get pillage gold if we don't pillage that tile this next turn. If we can move a mace or two onto the village 1 West of the newly captured city we can pillage them next turn. Also moving the mace there defends the grassland tile south of it that we were "worried" about defending. If we move a unit there this turn we can pillage at the beginning of next turn before the culture borders. Am I making a big deal out of this? Maybe but it could yield a surprising amount of gold which could be very valuable.

Also we would have been safe on the small stack desert tile because they had a shock dog solider and cats that would have defended over the chariot. Also only the few units in the city could have reached that tile. The big stack can't reach without engy. But I do agree moving to the hill gives much better visibility and should be the move.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Alphabet next to have a couple of spies at hand, just to be sure.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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I much prefer doing the immediate missionary in FF over dumping hammers into the market. Those hammers won't be used for quite a while.
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Nice warring smile

Alphabet and printing press as next techs. I haven't logged in to check and haven't had time to watch the video, but is Catherine's theatre single-whippable yet? If it is we should do so to start the culture build up asap.
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Alphabet -> PP, yes. smile
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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Agree on going Alphabet -> PP.

Agree on a missionary in Forbidden Fruit. We should use most of the overflow on missionaries right now, I think.

We can draft The Covenant this turn - size 6 and no current draft penalty.

Here's an idea on how to pillage the village 1W of Wasserburg:

1. E and F road the tile.
2. Our three wounded WCs go 1N - pillage - 1SW
3. Cover the workers with the mace 1NW of Cutting Edge

I also shuffled off The Covenant off a cottage for a hamlet shared with Simple Life, and Simple Life picked up an unworked hamlet, for +1C.

Promotions:

I think we should get two Medic chariots (maybe one in the east and one in the west). I also think we should work our 3 XP chariot towards another sentry unit. That will allow us to run two major stacks in the future.
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