Note: Is there a way to attach Civ Saves? I'm getting a "The type of file that you attached is not allowed. Please remove the attachment or choose a different type." error from the forum
Sorted: two saves attached, one at turn 0, one at turn 21 (after WB->WB->Worker) for simming purposes.
(July 10th, 2021, 11:32)JackRB Wrote: Note: Is there a way to attach Civ Saves? I'm getting a "The type of file that you attached is not allowed. Please remove the attachment or choose a different type." error from the forum
(July 10th, 2021, 11:32)JackRB Wrote: Note: Is there a way to attach Civ Saves? I'm getting a "The type of file that you attached is not allowed. Please remove the attachment or choose a different type." error from the forum
Zipping it works fine, but apparently not 7zip.
Thanks, didn't think of that. Edited previous post accordingly.
Borders expand, revealing a little more around us, confirming the sea above us, and a nice city location with the sheep+fish!
More importantly however, we have contact, seeing bellarch's newly expanded borders to the east of us. As a refresher, bellarch is Victoria (FIN/IMP) of Inca (Myst/Agri, Quecha/Terrace). So we start next to another IMP leader which is not exactly unexpected, but it is not ideal. I'd also hope we don't get harrassed by Quechas (a.k.a C1 Warriors), but we will see, and we certainly could have worse Civs bordering us.
Given the discovery of bellarch too, it would be imo prudent to swing our scout back west. There's no great way to do this efficiently sadly, but life can't always be fair.
Was thinking of moving something like this? (spoilering because I'm img spamming)
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(July 11th, 2021, 02:19)Tarkeel Wrote: Personally I like to grab visibility on capitals whenever possible, it's useful for future cloal&dagger stuff.
Also a choice. I basically never do cloak and dagger kinda crap, but moving north of the gems to get a peek would be fine. Barbs are on last i recall, so should start ending turns in forests if possible..
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
was tempted to move toward inca, so did so (1NE->1N). Didn't reveal too much sadly, but it be how it be. Will likely move 2SW next turn, need to keep to forests now since barbs spawn now.
i would declare war and move to the hill. (E then N) as we already moved this way anyway.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.