(February 9th, 2018, 06:19)ebbitten Wrote: Out of curiosity, what are some of the top browser games that you’d recommend?
This: https://www.pushtrumpoffacliffagain.com/
is excellent.
![goodjob goodjob](https://www.realmsbeyond.net/forums/images/smilies/goodjob.gif)
fnord
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
[SPOILERS] How do you make this thing work: Krill randomly mashes some buttons
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(February 9th, 2018, 06:19)ebbitten Wrote: Out of curiosity, what are some of the top browser games that you’d recommend? This: https://www.pushtrumpoffacliffagain.com/ is excellent. ![]()
fnord
I find it fascinating just how loathed Trump has become. If only that could be shared with the rest of the political class there might be an iota of justice.
OK, update with pictures, just to keep Gaspar less miserable than he usually is.
![]() With this monument, and extra amenities from the newly hooked fur at Lisbon, I knock off one turn from Exploration. I think that with the 30+culture overflow, 37.3 this turn and two turns of 39.5 I will have a minimum of 145, maybe 150 culture accrued by eot112 rather than the paltry 125 I was expecting. Civil Service will then finish in 1 turn, not 2, so eot113 as planned with some amount of overflow. Then, using Meritocracy for a single turn if needed (likely will be) then I finish Exploration eot114. Why discuss this under this picture? Because I need to plan further for civic cards and how I intend to fit in Colonization, 4 settler builds and timings for buildings in all cities. SS finishes the monument eot, and therefore has 4 turns to build something. Likely option? Prebuild a builder. I'd have gone with the Acropolis but can't place it until size 7, adjacent to IZ and city for 3 culture per turn, alternative option is to build a lighthouse. Thinking about an Encampment on the jungle hill tile adjacent to the harbour, and that I need a single lumber mill, so potentially could put that at SS as well. MS sticks with plan for chopping chariot T112, 63/65 to overflow enough production to finish the CD eot112. I'm backing off the Campus plan for MS, and returning to the Holy Site idea. It's a cheap Holy Site, and generates 3 faith per turn. That also requires size 7, but this also gives 2 turns to build something before going to a settler. Given I need to buy the Market for Guilds (and that is coming ever closer) I think dumping the production into a builder is also the likely plan. I'm not building the shrine in Scom, I swapped that to a builder that is already at 13/94. I figured that I'll either buy the shrine, or build it at MS depending on future plans. Nothing else to build there IMO, but when I get into Serfdom next time I'm going to want as many builders out as possible, in as few turns as possible. So aim for 6 builders, and Scom needs to finish its builder first. It's already benefiting from two trade routes, and might also get a third to run to Sun Zhou once the housing cap is raised a little (although I would also like a Lighthouses her as well for the housing). ![]() Civ 6 is a puzzle game. How do I fit 3 cities into this area and maximise the use of hills. I'm not sure I should do, but here is the strategic problem: I don't think I can wage effective war with Jester. I have no other options to attack players (Attacking Alhambram gives the game to Pin who seems to be eating Japper right now), so growth must be my own. This means building settlers and trying to stick with not too expensive units. This picture gives a lay out for two cities covering the area, but it ignores the rice, fish, a bunch of hills and a whole lack of fresh water. I can build settlers from CS, EF, MS and SS. I might be able to get two settlers out of CS, I might be able to get a settler out of VV as it picks up production. But I need each city to also provide a builder. I'll come back to this in a bit, but before I go, CS: I fucked up the micro, and will not get the chariot close to completion before chopping. Should have dumped previous overflow into a market or library, but didn't. So building library now, due eot112, not doing two chops, just chopping the IZ forest hill on T113, using the overflow to dump into a market and then moving onto traders. Or rather, I can build one trader from T113, and then two more from T115, and I need to build these from MS, SS and CS. So I need to fit these in around builders. ![]() VV finishes the barracks eot112, and has a slot for one district. I'm not going place anything, can't make up my mind what I want to do. Again, builder seems reasonable, but with a jungle chop and two mines, it is picking up in production. I'm not sure I can get a settler out of here though, not unless it is the first settler built. I also need an Armoury, but that will likely be bought (I'm not teching to it now, going for Education). Potentially with 2 jungle chops I could get the settler out in about 4 turns. Maybe...actually, yeah, I think I'll go with that. That is where I will place the jungle chop overflow, into a settler. EF finishes the Aqueduct this turn, but then has to spend 8 turns completing the Campus eot118. I've identified a layout for city 10 over here, that reinforces the old Harbour location. Jester is probing with a sword, but I don't think he will make a move down there. I'm just going to leave both hoplites where they are. If he wants to poke around with a sword, fine, but a settler? he knows that is both aggressive, and moves outside his defensive perimeter, and he has low power. Plus with the GG fuck up from the patch, his GG is worthless just as mine is. ![]() America is at 50.7 SPT, I am at 46.1SPT. Science is not actually that bad. Culture? 59.5 to 37.6, but the interesting point is that Alhambram has somehow gained about 20 culture per turn to reach 42.8. Meritocracy would give me 13 culture, gives Pin 11 plus what districts he has in his capital, and would give Alhambram 5. So...is there a way to tell if Pin is running Meritocracy? Hmmm, interruption, family member fell, finish this later.
Old people and hips are never good.
Ok, some thoughts after pondering those screenshots. I need 2 markets, 2 universities, 3 traders for eurekas and inspirations. They are all accounted for, unis go in CS and EF. SS, MS and CS will each build a trader and push excess production into builders as they have no multiplier card. Then around t119 I will finish Guilds, with a bought market in MS, and I should have enough gold by t116 to buy it. Then I use colonization and build settlers everywhere except Scombridae. Even EF finishes the Campus eot118. The chopped settler from VV goes to the eastern single city. Two settlers go to the SW. The last two settlers go to the peninsula on the west to wards Pin, but my side of Valetta. All on my continent, not on Pins. I upgrade 2 archers and send those 2 Xbows, a sword and a horseman to beat the shit out of the barbs. Prioritize the cities as needed. And only if I get DoF with Jester. With Colonization I should get the first settler by t122ish and the next two around t128? The last two should be done shortly after that out of CS and EF which can stall on builders. Then swap into Serfdom and throw down 6 builders plus maybe a bought builder or two? I will have no need for revelation, and the red card is conscription. Green card is either charismatic leader, to speed up the next two envoys, or the gold giving card for 10gpt. That leaves 1 yellow and 3 wild cards. Trade confederation, Craftsmen for the extra production through colonization, Caravansaries, plus one more. Natural philosophy gives me 8 science per turn meritocracy gives 15 culture per turn. So long as Pan Mei finishes that damned CD I'll be well over 100gpt by t118, maybe 120. So I make the decision dependent on what I intend to rush buy. And I upgrade those archers before the market buy, that can wait a few turns, just about.
Actually thinking about it...by t115 i should have spent 270 on upgrading 2 galleys but if I upgrade 2 archers I should have about 200 gold left and need roughly 400 gold to buy a market. I know I will get over 250 gold generated by eot117 due to the extra CD and envoys in Zanzibar so I can easily do those upgrades, and then offer DoF, without first scaring Jester. And if he declined the DoF, well, I need to upgrade the archers and position them.
Mechanics question.
If I grow anxiety to size 7, and place a third district, then finish a settler and the city drops to size 6, what happens to the third district? Can production continue? What happens if it is finished? Does it still yield output? (February 20th, 2018, 19:06)Krill Wrote: Mechanics question. Population is only required to place the district. You will be able to resume production at any time afterwards and the district will produce its full yields. Note if you're using a production queue mod of some kind that the district has to actually get placed (as in have the graphics show up on the map) even if you don't put any production into it.
Sullla was able to do it in PBEM1.
http://www.realmsbeyond.net/forums/showt...#pid628944 Don't know if any of the patches change it, but I don't see why it should be different now. |