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RMOG: Renaissance Men of Genius

(September 11th, 2016, 10:23)oledavy Wrote: A lot to comment on that I will get to later, but first off just wanted to say we're lucking out in another important way at the moment. We started out this game with a 20% chance of not bordering Mackoti - we now have a 50% chance. We might be the one civ that doesn't border him, and that would be fantastic.

Very true! And even if mackoti is in our NE, then we don't border plako which would be very acceptable.
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Assorted Thoughts

I think our eastern border city should be our 5th city. I think it's still more important to get cities that contribute quickly at this point, and the whales city/western coastal city are both better to that end. That being said, agree about bumping it up based on what maps have revealed. Getting an overseas city out for ICTR bonuses (and to work all that gold commerce) would be awesome, and a coastal city in a good spot like that is a pre-req to making that happen.

Scooter's map shows that there is also a really decent city to be settled north of our third one, that we may want to prioritize early as well (establish borders then backfill). From a meta-gaming perspective, we want to claim the majority of the subcontinent north of us, leveraging IMP into a land advantage over our opponents if possible. However, we don't have to make a firm decision now, and will want to wait until we see who our final neighbor is. I prefer Plako slightly because I fear his leader/civ combo less, but both players will give us a run for our money. I'm looking forward to defogging the last of the land to our south and north and really getting to hammer our a dot-map

Mardoc, I have to say, this map looks fantastic. It's more or less exactly the style of map I was hoping for going into this game. It enables a lot of different approaches. And as Victoria of the Dutch, I basically couldn't be happier. The only thing that would have made this game better would be to have a great coastal capital, but the importance of water for his game is making me feel really validated in our civ choice. Thanks for helping us not look like idiots jive

It occurs to me, a stealth strength of the dutch. With Dikes, we don't need to settle on rivers to them, just on rivers or coasts. With a lot of river tiles around, and dikes so close (and such a major production boost), this gives us additional freedom in creating a dot map.

Very much looking forward now to getting East Indiamens in the water and settling all the islands/controlling all the water.

In an interesting move, Nic has opened with growing his capital to Size 6 and built a library. He'll definitely get an early research edge from that, but I imagine he'll be slow to a third city. Hoping we are the first to one. jive

With all that, opening the floor for our third city name.

Darrel, if you'r still reading, do you want to get this one?

Your options are:

A. All Hail Mardoc
B. Plains Sheep
C. Jungled Start
D. Calendar Resources
E. Pleinz for Dayz
F. Krill Next Door
G. Other

You have a couple days to get your vote in.

I'll be back tomorrow for turn 199!
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Turn 199

Man, these turns are flying. Got a turn before heading to work this morning. Although, because of that, no screenshots.

Not much to comment on anyway. Found the connecting tendril of land to our northeast neighbor. Other than exploring, we're just getting ready to whip a settler on turn 200 and found city name TBD on 203.

Btw, there's an ice covered flood plain to the southeast, not sure if that was intentional or not Mardoc neenerneener
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(September 12th, 2016, 08:28)oledavy Wrote: Btw, there's an ice covered flood plain to the southeast, not sure if that was intentional or not Mardoc neenerneener
Told you I forgot to apply global warming mischief
EitB 25 - Perpentach
Occasional mapmaker

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(September 12th, 2016, 08:28)oledavy Wrote: Not much to comment on anyway. Found the connecting tendril of land to our northeast neighbor. Other than exploring, we're just getting ready to whip a settler on turn 200 and found city name TBD on 203.

I hope that 203 was a typo and you meant 202, because then something else would cause the delay and whatever it is can't be good for us...
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(September 12th, 2016, 09:31)WarriorKnight Wrote:
(September 12th, 2016, 08:28)oledavy Wrote: Not much to comment on anyway. Found the connecting tendril of land to our northeast neighbor. Other than exploring, we're just getting ready to whip a settler on turn 200 and found city name TBD on 203.

I hope that 203 was a typo and you meant 202, because then something else would cause the delay and whatever it is can't be good for us...

Didn't see on the micro plan that we are roading to cut down on travel time. Was just counting how long it would take to move there without roads smoke

You can relax WK, the city will be built on 202.
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Turn 200

We whipped!

[Image: The%20Whip.jpg]

3rd city here we come! Darrel, the clock is ticking on getting your name for the city in neenerneener

Found tone to the south. Sending one of our warriors to the southwest to explore in that direction. The southern longbow will continue going east. Sticking another warrior directly to the east on the city spot WK identified. That leaves us with a couple MPs and the other couple of warriors defogging the northern half of our subcontinent.

Hoping nobody is sending a knight our way!
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CivStats tells us Mack also whipped this turn for three pop. He may beat us to a third city. There's no way he has 5 workers, but still, count us impressed if he manages to beat us.
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(September 12th, 2016, 17:32)oledavy Wrote: CivStats tells us Mack also whipped this turn for three pop. He may beat us to a third city. There's no way he has 5 workers, but still, count us impressed if he manages to beat us.

Not bad mackoti. Golfclap

Interestingly enough, that isn't even the biggest news of the turn as Nicolae whipped something like 5-6 pop this turn. eek One is definitely a settler, but I struggle to see how that could be 2 settlers even with a Baray. Regardless very nice move Nic. Golfclap

On a related note, what are Sculla/plako doing? How are SPI civs beating them to a settler?
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The turns are flying by, but this turn saw us stumble upon two setbacks.

Turn 201

WK knows what's wrong with this picture:

[Image: The%20Jungle.jpg]

A jungle grew on the tile we would have roaded this turn. Without it, our 3rd city cannot be settled until 203. All of WK's careful micro came to naught cry

I blame the mapmaker. Instead of extra global warming we got extra aggressive jungle.

The other setback came when we lost the coinflip:

[Image: Byzcoti.jpg]

Mackoti is our last neighbor. Not exactly unexpected, but it would have been nice to win that coinflip. Still, he's pretty far away from us. Nic wins the 'not bordering Mack' lottery for this game.

[Image: Engineer.jpg]

Plako popped his GE, also in the background is a good city site to nab on the northern lake (and that will likely be our border city with Mack as well). I wouldn't be averse to settling this one really early. It would be fun to steal someone else's treasure island.

No though, WK, I ended up finishing the road with A, putting another turn into a mine with C, then moving E into the forest. Next time E roads, we finish the mine with C, and we figure out something to do with A for one turn. On 203, the city settles, the road finishes, and we move C & A to the deer to begin camping it. Despite the loss of road, the city will still have a trade route immediately due to the river. That will additionally work out to be +4 commerce for us because our cities in this game start with 2 trade routes.

Pity it couldn't be a turn sooner though frown
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