Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Intersite Game - Turn Discussion Thread

Yeah, that's correct. But we didn't know how many units we would need to take Webringen, so it didn't make sense to attack the smaller city first.
Reply

(June 30th, 2013, 15:04)NobleHelium Wrote: Yeah, that's correct. But we didn't know how many units we would need to take Webringen, so it didn't make sense to attack the smaller city first.

We had more than enough units to take both. I think we only did the capital first because Sullla was in a hurry. Someone even mentioned taking the small city first.
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.”
Reply

I haven't seen the stream, but the screenshot looks like normal mechanics: any tile surrounded on All Four cardinal neighbors by culture and which has no culture of its own gets claimed.
Reply

Yes, but after we took Weil der Stadt that tile's culture didn't clear up. When Weil der Stadt fell, the game iterated through all the tiles it had culture on to check whether they should remain in culture. That didn't include the circled tile because it wasn't part of Weil's normal cultural rings.
Reply

One thought I had with workers is to road the tile NE of Weil der Stadt (if we have 3 workers available). That would allow units from there to join the main stack moving northwards
Reply

After looking around our cities, here are my comments for Scooter. In general, I would only want to draft macemen in cities with junky tiles, not our core cottage cheese cities.

Simple Life: Cottage over farm here, since it's the last cottage. Keep growing for a while. Market is 1/4 done here, so I wouldn't switch this to a courthouse. Keep growing and whip when run out of good tiles.

The Covenant: Keep growing for now, whip CH in the medium term.

Eastern Dealers: Fine, have the 2 workers in the area farm the other grass jungle.

Brick by brick: Before starting a courthouse, I would have BbB pump out at least 3 missionaries for our ex-german cities. It can currently get out 2 missionaries every 3 turns and with the overflow from the previous knight can 1-turn a missionary. I'd go for that this turn.

French riviera: Barracks may not in hindsight be the best building, but since it's half done we should finish it. Draft this city when the barracks finishes, then build a missionary for an island city.

Frozen Jungle: Whip settler this turn, then start courthouse next turn.

Let it snow: Whip settler this turn, then start courthouse next turn.

Catherine: Looks fine, have a chop on the tundra forest being roaded this turn finish the work boat, then start courthouse.

Focal Point: Stay on missionaries.

Gourmet Menu: We built a plains cottage a few turns ago - lets work it instead of the coast.

Tree huggers: Lets hand-built its market - keep growing! Will have to watch the effect of war weariness in this city and may have to finish market sooner (for the hapiness) if necessary by working two mines. But for now, full cottages.

Seven Tribes: This city wants whipping because it will grow into crappy tiles next turn. Here, a courthouse looks significantly better than a market. Since there is only about 20 hammers invested in the market, I would swap to a CH this turn and whip it next turn. Have the 2 workers down here cottage the remaining bare grassland.

The Covenant Keep growing

Ditchdigger: Whip forge on T158 I guess. This city is a candidate for another settler whip (instead of the forge) if we decide we want another settler for a new southern city.

Mansa's muse: Definitely swap from the plains hill to the plains cottage. It makes it grow a turn qucker, doesn't delay the 3t grocer and also that plains hamlet will become a village in 3 turns time.
Reply

Where are the settlers going, the arctic islands? Can we get some maces or other units on the galleys too, so that we have some defense available if/when CFC gets frisky later?
Reply

(June 30th, 2013, 17:17)NobleHelium Wrote: Where are the settlers going, the arctic islands? Can we get some maces or other units on the galleys too, so that we have some defense available if/when CFC gets frisky later?

One to replace the german city we razed, one for the good island city with the crabs and marble. Drafted maces should be available, sure. We should start diverting the maces out of starfall down there in a few turns time when it becomes clear that they cannot affect the german war.
Reply

One other thing: Does anyone know how to calculate the beakers from a great scientist?

It will not finish printing press, but we should spend some turns at >0% science in the next 4 turns so that if we do win the 50% chance of a scientist in eastern dealers (due in 4 turns), we would only need to spend 1 turn at 100% science to finish the tech. I'm sure T-Hawk or sevenspirits has the formula for this memorised :P
Reply

The scientist will give us 1500 beakers + 3*number of empire citizens. I assume we'll be able to finish PP with one turn of research after the bulb regardless.
Reply



Forum Jump: