October 30th, 2014, 12:43
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One should always use caution when opening a lurker thread. We've all but crucified players in the past for play. My criticism was nice by comparison to some of what has been posted in these kinds of threads. If the game is for the players then the lurker thread...well, we like to have some fun too
No serious harm in my opinion. You and others may respectfully disagree and that's fine.
October 30th, 2014, 13:06
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November 1st, 2014, 01:07
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Commodore Wrote:Next challenge; how the heck do I cover a settler whipped next turn for Summer Knight?
Whip the axe in Fool Moon t55. Road the tile 2 of the ivory plus the tile 9 of the Summer Knight city tile by t58 (2 workers are on Ivory. finish camp t55, 2 worker turns into a cottage 2 of the Ivory t56. road t 57 and 58). Axe from Fool Moon can move to Summer Knight tile t58 to cover settler. Due to lack of road 6 of Storm Front the settler needs to be whipped in Storm Front t55.
Screenie from Commodore's thread:
fnord
November 2nd, 2014, 17:47
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Quote:I'm going to let the chop make an axeman and we'll be secure from warriors. Now watch Dtay show up with a chariot, natch...
I thought we had this conversation somewhere ... wasn't there some sort of unit that can beat both warriors and chariots? Where's Ceil?
November 2nd, 2014, 23:36
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(November 2nd, 2014, 17:47)The Black Sword Wrote: Quote:I'm going to let the chop make an axeman and we'll be secure from warriors. Now watch Dtay show up with a chariot, natch...
I thought we had this conversation somewhere ... wasn't there some sort of unit that can beat both warriors and chariots? Where's Ceil? 
Naaah, that sounds like a myth.
November 5th, 2014, 11:26
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(November 5th, 2014, 07:43)Commodore Wrote: Nicely done, Gawdzak.

This is exactly the right play for Gawdzak. Good job. I played his start out through around T100 when the map was first rolled. GLH is going to be a tremendous boon for him. Nearly every city is going to be coastal and he has lots of island cities to settle that are reachable early. Roaring GNP, cheap cities, no near neighbors to ruin the farming. He can leverage this into a very strong position.
November 17th, 2014, 15:34
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I'm trying not to engage with the map complaints, I don't think any good can come of it. However, this is a bit disengenous and I wanted to respond:
Quote:I got a map trade with Gavagai, and I'm pretty disappointed at what I saw. Basically everybody had a better capital with more and (often) better resources. Mackoti had wet rice/ wet wheat and GOLD at his capital. Gavagai had a banana plant and 3 food resources. HAK had triple food and plains hill plant. GermanJojo's capital had 4 (!) food resources. I, on the other hand, got a grass pig (very good food) and a plains cow (not a food).
He doesn't mention his own plains hill plant, and is counting clams/crabs as a full food resource for everyone else.
Mack's gold is probably an acceptable thing to complain about. Mack gets to tech better, but to compensate, he's down a plains hill plant and a further hpt compared to a regular mine. He also has no early traits(Phi/Org). He should be behind in expansion but has kept up/ surpassed a lot of people in city count at least, we don't have his demos to refer to. Maybe there's a bit more to it than just the map?
November 17th, 2014, 15:35
(This post was last modified: November 17th, 2014, 15:38 by Old Harry.)
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A question for lurkers who haven't read AI and REM's thread:
Given this starting shot where would you settle? On the plains hill for the corn and crab or in place for corn and three seafood?
(September 7th, 2014, 05:08)The Black Sword Wrote: Start:

I'm spoiled on what is in the fog but I think my answer would be:
Don't spoil yourselves before you answer...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 17th, 2014, 22:06
Bobchillingworth
Unregistered
I've read their thread, but I can't remember what they did or what's in the fog. I'd settle in place- Extra food outweighs the +1 hammer plant in my mind, plus leaving the hill means you can work a 3-hammer tile to push out workboats quickly, and the city would be ideally situated as a canal to get the seafood to the west improved much more quickly for new cities.
November 17th, 2014, 23:30
(This post was last modified: November 17th, 2014, 23:31 by Thoth.)
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I'd move the scout 3-3 to the FPH and then make a final decision.
But I suspect settling the PH and building a worker to farm the riverside corn comes out well ahead of SIP over the first 50-60 turns.
(unless the Fish and Crab to the West are freshwater)
Seafood is best when it is usable by expansion cities, not the capital.
WBs suck as a hammer effective way of improving tiles.
fnord
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