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[SPOILERS] Woden's Desfiles de Carnaval do Brasil!

@Old Harry: I thought it funny to see Lisbon as my starting CS. I wonder if Cornflakes did that on purpose?

Turn 18

Move the Warrior in the north and reveal...




Not much more land in the northeast corner. We will soon see how much is in the southeast of this side. Hopefully a good spot for another city. I buy the Warrior. I think I will send the warrior and Slinger to the northwest to find the camp. The Settler (due next turn) should be fine walking to the 2nd city site. Only issue would be if a barb camp spawned where I want my 2nd city but then I will bring warrior in the northeast back to take it.

Here is the score for reference...





Turn 19

Settler out and I move him to the east. Move Slinger north and see...




There appears to be more land up here than I thought. Northeast Warrior reveals....




Some nice hills, hopefully another river in the east under the fog. I am having second thoughts about sending Settler unguarded, may bring Slinger back next turn to shadow Settler in case something decides to show up. I will have a little time before I need the Archery eureka.
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Turn 20-22

Not much going on, hence grouped report.

Turn 20 

Warrior moves north...




Might be a nice city site up here. Not much going on. No change in score.

Turn 21

Warrior continues north and sees...




Salt and a hill. Will continue to see what is up here and find barb camp before warriors start coming. Singaboy founded his 2nd city and got a tech (most likely Sailing by founding on a coast). I am in last place with 13 points. 

Turn 22

Look who shows up...




A barb horseman. So, either there is another horse up here or it is from my horse because it is unimproved. I don't know if owned, unimproved horses count for barb spawning. I know horseman only spawn if horses are a certain distance away but thought it has to be un-owned. Could be good if another horse is up there. I move the warrior onto the forest tile. I will fortify and let the horseman attack me. Usually works out better if you let them attack you on defensive terrain. Problem here is the scout is also there to weaken the warrior a little. I didn't see anything by the settler so I sent the Slinger to the north. Hopefully I can get the eureka for Archery. 

Capital grew this turn and settler is 3 turns from founding. I decided on the forest canal spot. This won't impact any preffered location in northeast. here is the score...




CFCJesterFool founded a 2nd city. I switch research to Pottery as Sailing is just under 50%. Builder due in 3.
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Turn 23-Pre-Patch

One turn yesterday morning before the patch dropped. Barb horseman didn't attack but moved into position. I fortify the warrior in hopes the horseman attacks...




Oledavy got out a settler. I am near the bottom in score but that doesn't really matter right now. 


Turn 24 post-Patch

Barb horseman attacks my warrior, barely scratching the warrior but losing about half his health, but a second horseman shows up...




I fortify and heal the warrior. Hopefully they both attack and red line the 1st horseman. I will attack it if he is red-lined next turn. I am not sure if the Eureka for BW works the same as Archery, where it only counts if you attack and kill them, not if they attack and die. I attack the scout with the Slinger. Hopefully he counter attacks then I can kill him next turn. I switch out of Foreign Trade (1 turn left) because I don't what to finish it until I take care of these barbs. I wnat to replace the barb card with the ship card but need the added defenses teh barb card gives right now. 

I will settle the 2nd city next turn and start a monument until I kill the barb horses. Builder due next turn too and will improve the horses. If this is the horses spawning the horseman, then the 2 I see will be the last of them (hopefully). 

He is the score for reference...




Ovedavy grew his capital this turn, otherwise no new changes. 

As for the patch, both Spain and Vikings got boosts but I really think the Vikings got the better end of the stick with a production bonus on ships and a much needed boost to the Stave Church. Both will help him in this game and I expect early aggression from him towards his closest neighbor. Hopefully it is not me. Overall, I like the patch and should be interesting how this game plays out versus PBEM 2. I think I will indirectly benefit from this patch if I can survive to the industrial age. First, moving Press Gangs to Exploration means I will have the production bonus for my unique unit as soon as I get to Nationalism and, second, moving Urban Defenses to Steel means taking cities will be easier when I get to Nationalism. I think I will have a 20 to 30 turn window where I can quickly take out a neighbor or 2. We will see how this game goes.
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Regarding the patch, you would have suffered a severe nerf if picking Kongo. So, there's that.  lol

Also, to note, your Capital right now looks like the Brazilian flag.

Wouldn't it be best to start a warrior on the second city? I think completing a warrior now would be a better investment than a half built monument. Your second city is not in dire need of culture, since it has a lot of good tiles on the first ring. The warrior would help with defense, since it's likely a barb encampment will spawn in the land north of the second city.

Bear in mind that you won't use agoge while using the 100% ships card, so you can't expect to have a boost while building warriors too soon.

Ah, and here's hoping you'll get all the Eurekas from those barbs!
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Turn 25

Only 1 turn/day for the last few days. I sure hope this is not the new normal, at least during these early turns. Part of me is a little glad for the slower turn pace. I seem to think about the game a little less and no obsess over plans. Anyways, on to the turn. 

I found an annoying bug, I didn't get any notifications about the barb attacks. At the start of the turn, I see the scout and only 1 half strength horseman but my warrior is injured more. It looks like the injured horseman attacked and died and the full strength moved to where the injured one was and attacked but IDK for sure. He could have went back into the fog. Anyways, I attack the injured horseman and scout with my warrior and slinger, respectively...




Both are red-lined and will either attack in between turns and vanish or still be there when I open the next turn. The scout ended up in a bad position because the builder can't go to the horses without being exposed and for some reason, the slinger who started on the wheat couldn't move to the horses. Next turn, the slinger will either move to kill the scout or move onto the horses. I did move the builder to the forested hill east of Carnival. I might just send him to Mangueira (founded this turn) and have the next builder improve Carnival. I did take Ichabod advice and start a warrior. The eastern warrior is coming back but it would be nice to have a second one in the east for the next camp.
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Turn 26

I sure hope we don't have to restart this game. Sinagboy's next settle is 110 cogs where mine are 100. I hope it readjusts after I start one because I won't blame Singaboy for requesting a restart. No big deal now but give it 5 or 6 more settlers; the cost difference will increase by 10 each settler built. May be we can figure out a compromise where we delete a unit of equal value, so after 2 more settlers, delete a Slinger or Archer after 3. Anyways, I hope it works itself out. 

Once again, I open the save and no notification of barb attacks. Hopefully this only applies to barbs and not other civilizations. Funny thing, I did get a notification that a barb approaches...




That is either from the scout entering my lands or the horse archer showing up. Luckily, the horseman dying gave me a promotion on the warrior. I take the +7 against range and melee. The +10 defense probably would have been better for the current situation. Maybe a weedy move, IDK. Still should be able to kill it in 2 turns. Slinger attacks the scout and gives...




That should be my 3rd barb, so I check...




I received the Archery notification but not the Bronzeworking. I did get the boost but no notification. This patch seems to have created a bunch of small bugs, just go read some of the threads at CivFanatics. Hopefully they push out a hotfix to fix the new bugs they created, especially with the notification system. Hate to wait 2 or 3 months until the next DLC. 

I moved the builder to the horses and will improve it next turn. Then it will be off to Mangueira. Pottery due in 2, Craftsman due in 8 (?) with the inspiration. Will probably have to switch out of it beforehand as the Builder will need 5 or 6 turns to move. Should have enough gold in 6 turns to buy a trader, maybe fewer if I get the barb camp.
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I noticed in the new patch that sometimes the eurekas just appear in the new side bar icon. If you hover over icon it tells you which eureka, if you left click you get the actual pop up where you can click continue, or you can just right click to dismiss without getting the pop up.
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@Cornflakes: I thought it might be that but the notification on the sidebar was for Archery only, so there must be some bug with multiple boosts.

Turn 27

When I opened teh save, I actual had a unit attack notification! So it must not be completely broke...




I move the slinger up and take a shot with the warrior...




I should be able to kill it next turn. I will probably try and kill it with the slinger. I want to save the warrior. This is usually the time when you feel safe after defeating 2 horseman and go to kill the last barb and then when you move onto the tile, you see another horseman in the fog to take out your warrior. Has happen to me many times. Must be careful.

Builder puts a pasture on the horses. This shortens the next builder by a turn (due in 3). The current builder will now go and improve the rice and stone at my other city. Pottery finishes next turn. I will then finish Sailing and Foreign Trade and start a galley. I don't think I can wait much longer.

Here is the current score...




Looks like most have 3 techs done and I am pretty sure at least a few have Sailing done and probably are already building galleys. It would be nice to find a cultural or science or religious CS soon. Might be too late for a religious CS (by the time I get a galley out, I should have the pantheon).

Now I need to decide if I want the galley to north then west or east then north/south. I am leaning to north then west. It is looking more and more like I am in the middle of the map, since I haven't seen tundra yet. If I go north, I have a better change of finding where I am located north/south-wise and I can judge where my neighbors might be.
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(July 30th, 2017, 23:37)Woden Wrote: @Cornflakes: I thought it might be that but the notification on the sidebar was for Archery only, so there must be some bug with multiple boosts.

I've seen it have issues with multiple notifications of a single type; it looks like there's only one, but if you right-click to dismiss that one it will correctly identify further multiples and display the scroll arrows and dots on the bottom.
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@Dreylin: Thanks, I will have to try that if the opportunity arises. 

Turns 28 - 30

Turn 28

I finish...




As you can see in the background, indeed a 3rd Horseman showed up. I kill the Horse Archer with the Slinger. Here is my empire at the end of teh turn...




I decide I cannot delay Sailing or Foreign Trade any longer, both due next turn. This will mean getting rid of the +5 barb card but I need a boat out exploring more and I have 2 units up there to handle the barbs. 


Turn 29

To start, I finish...




and...




I guess I could just state that I finished them but I find it easier to determine when I completed stuff if I need to look back. Anyways, I start by attacking the Horseman with my Slinger...




This gives him a promotion. I leave the warrior fortified and healing. Attacking would have red-lined him, then the horseman might have attack and possible killed him. I learn my lesson from PBEM2 about being to eager to attack and leaving yourself exposed. Now, the horseman will attack the Slinger, who can promote and heal next turn. 

My Settlers' cost did finally adjust...




I think the UI must only checks costs every few turns or maybe when a tech/civic completes. I don't think I check on T28 when I finished Pottery, so I don't know if it adjusted that turn. Anyways, I start Early Empire and Writing. I think I might slow research Writing and chop the last turn of my 1st galley into a Campus. With a +5 Campus, it will only take 5 turns to make up the 25 science boost from meeting another Civilization and my Galley will just be getting out by the time I can finish Writing. The Campus will double my current science, I will start generating GS points, and I will get the State Workforce inspiration. I think it is worth going for it instead of waiting, it will also speed up research everything else. 


Turn 30

The hits just keep coming...




That is 4 horseman and 1 horse archer that has generated for the camp and I don't even know where it is located. Horseman did attack the Slinger. I decided to counter with the Slinger, no quite killing it. I keep the warrior healing, in case these things keep coming. Hopefully the Slinger can withstand the scratch from the injured horseman and the blow from the full strength horseman. All he need to do is survive and he can get promoted next turn. 

The Capital finished the 2nd Builder and starts a Trader. The Trader will move to Mangueira and start a route back to the capital. Mangueira grew this turn and the galley drops from 17 turns to 11. Now working the bananas and stone. Here is an overview...




New builder will go improve the deer and the fish before going to chop the forest for the Campus. Not the best use of him but I am working the deer and the extra gold is nice. I will build another Builder after I get Irrigation to hookup the wines, bananas, and crab.
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