November 22nd, 2014, 08:25
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The overflow doesn't retain the multiplier. However, we could chop instead of whipping and put that extra citizen to work.
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.
November 22nd, 2014, 09:34
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Yeah, Multiplier is backed out, so you can lose hammers to rounding. Also the first pop of the whip is still worth 30h, just subsequent pop nerfed down to 20h.
November 22nd, 2014, 16:22
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Well, no looping around to the West:
N-NE next, I think?
Also, next turn per our original plan we are going to switch from the Fish to the Mine to complete the Warrior and grow on the same turn, then start the Settler. Take a look at the alternative plan which will delay the Warrior and Settler by a turn but speed the second Settler and the intervening Workboat. Let me know what you think.
November 23rd, 2014, 01:11
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N-NE is good. I like the idea behind the second plan, but I think it'll be better to get a second Worker before we plant the 3rd city (assuming all goes well we'll probably be getting Wheel after Meditation).
November 23rd, 2014, 21:10
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OK, I went with an adjustment of the second plan; kept working the Fish and grew then will finish the Warrior this turn before switching to the Settler. Delays city#2 by a turn, but speeds subsequent stuff. Also, I think it guarantees we'll be able to get Meditation on schedule - since we haven't got any hut gold, we'll probably have to drop down to 90% Research as soon as we settle city#2.
Went N-NE and rolled the turn. Revealed the Plantation Hill (!?!?) and the coastal Forest. I decided to stick with the coastal Forest:
N-NW next probably?
But also note the mini-map; we're coming back around full-circle.
November 23rd, 2014, 21:43
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Do we have map dimensions? If so, and including the mini-map (or F5) info, we should be able to plot the size of this map.
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.
November 23rd, 2014, 22:04
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From the game setup thread:
(October 24th, 2014, 10:14)Krill Wrote: Map is essentially done. Toroidal. Impossible to get balance for 7 players without it, unless use a ring type map which has other balance issues. Suggest Monarch difficulty to go with standard map size; map dimensions are 76*28. If using RtR, huts and events are nerfed such that there are no negative events ie slave revolt, and no one can pop anything more expensive than BW.
November 23rd, 2014, 22:38
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So ... can you count 28 tiles N to S? Turn off the fog (Ctrl-B) and take a screenshot from F4 ... from that I can post a full size map.
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.
November 24th, 2014, 04:44
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(November 23rd, 2014, 21:10)Dreylin Wrote: N-NW next probably? N and then whatever looks good to you.
November 24th, 2014, 20:47
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Warrior's out; Settler started.
2 turns of Scouting:
I guess we either go N-SW next turn to defog across the water, or we go SW and then see what options that opens.
In general, do we want to run along the coast South of The Hub to defog, or do we now want to strike off West to try and circulate in that direction?
Oh, and here's the picture for Ruff:
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