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[SPOILERS] swance bitten, twice shy

Turn 33 - Zululand

4 mouseketeers are finished



williams starts our long-belated cow pasture :moo:



in the south, we see our first hint of jungle on this map? maybe that means our southern neighbors ARE further away than i thought, as aetryn suggested. the real aetryn, the one who was permanently trapped in a PBSpy server by the body-snatchers, is using the extra free time to follow their real passion of lumberjacking in the eastern woods



we have found some stone in the west, albeit pretty much out of practical reach and over the line into GT land. i think in the next 2 turns this scout will turn south to the wheat, there's not as much impetus to scout seafood we're not likely to get to use. CMF, writing from the western deforestation corps, adds that it'd be a shame to get our scout sniped by one of GT's scouting warriors before we fully defog the awesome NW site



in the east, i'm feeling similarly about the northern coast, with that corn suggestive of a possible symmetrically strong border spot over here. thrawn is doing their best magnus impersonation, charismatically shouting encouragement at the woodcutters from a nice high hill where everyone can see them to boost their output ~psychologically~



graffs. technically the plural of "graff" SHOULD be "graves" according to PIE linguistic trends but that was abandoned sometime in the anglo-saxon period for reasons. same techs as we have + 4k extra military power = 2 warrior builds, yes? and that "0.8" next to GT's espionage icon on the scoreboard indicates we have invested more points than them, yes? and therefore they have already met another neighbor?

happy to see that they have only finished bronze this turn, not exactly a rush-conducive timing. without a second city yet they could settle for copper soon, but at this point so could we. somehow we are still fourth in land area despite what i thought was almost certain to be the latest second city timing by a fair margin?? some of that is probably fishing civs whose expansions are masked by water tiles, but still i expected us to be further behind than this. could it be that we are not the only ones out there who have gone wild with the early chopping?

all readers are hereby entitled to propose one (1) naming scheme for a unit type, which will be distributed on a first-come, first-serve basis. please make them as silly as you feel called to
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(February 8th, 2024, 12:14)ljubljana Wrote: same techs as we have + 4k extra military power = 2 warrior builds, yes? and that "0.8" next to GT's espionage icon on the scoreboard indicates we have invested more points than them, yes? and therefore they have already met another neighbor?

No. That number is the power ratio, which means you have 80% of their power. For EP spending you can either turn in "Show AI" on the Espionage screen, or hover on the diplomacy screen.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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got it got it, makes sense. will take a look next turn

heyy so um, will any diplo proposals we receive pop up when we log in to the game, or is there somewhere we have to explicitly look for them? i got burned by that in my first civ6 game.... also, do we have to be checking the event log every turn for religion/wonder news or would we get a message at login like in single player?
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Civ4 messages will pop up at the start of the turn. And annoyingly you can't dismiss them to look at things or play your turn first like you can in 6.
Suffer Game Sicko
Dodo Tier Player
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(February 8th, 2024, 14:21)ljubljana Wrote: got it got it, makes sense. will take a look next turn

heyy so um, will any diplo proposals we receive pop up when we log in to the game, or is there somewhere we have to explicitly look for them? i got burned by that in my first civ6 game.... also, do we have to be checking the event log every turn for religion/wonder news or would we get a message at login like in single player?

Diplo proposals will pop up immediately on login. Because you can't actually view the state of the game before deciding, it's common to dismiss them and then send the same proposal right back if, after thinking about it and looking around, you agree. Don't be offended if someone does this, they're just fighting the UI. You will also get cryptic AI diplo messages that you may have seen in other threads. Those are always fun to decipher.

Other things will be totally invisible unless you look in the event log (Great People born abroad, wonders completed, etc) - even things to your own empire like religious spreads.
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(February 8th, 2024, 18:25)aetryn Wrote: Other things will be totally invisible unless you look in the event log (Great People born abroad, wonders completed, etc) - even things to your own empire like religious spreads.

oh is that so? nice... uh in that case i have not the faintest idea if any of those things has happened this game nod i'll uh check back in when i see the turn lmao
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Turn 34/35 - Zululand



the joys of cow: a diptych



decisions.... the tile the scout is on is the obvious site, i think. we COULD move it west to go for the copper hookup, but it's kind of a mess - the only way to get copper while retaining first-ring food locks out any possible site at the fish in the north. either way, this likely looks like the second or third city site. not sure if it's better to forward-settle an unknown neighbor in the fog (but who is probably not AGG) with a nearby second city to reinforce, or forward-settle GT without that (but at a site that's looking somewhat stronger as of now albeit not quite as fast). i think the most likely answer is "both ASAP" (east first, NE second, NW third) but do you guys think we can make that stick with "just" chariots on defense?

either way, we have unintentionally optimized our start for "fastest to exactly four cities" (that's how many we have until the capital chops run out) and uh it's looking like that's gonna pay off lol

gotta sim but i'm thinking we just want a 2/2 worker split - road to the second city with all 4, then to the east w two accompanying the settler + send two roading to the west also while waiting on the fourth city settler
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t36 sim link in case anyone wants to play around with too many workers

https://drive.google.com/file/d/1CHsPwK3...sp=sharing
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here is roughly where i envision us being 7 turns from now:



and 7 turns from then:



city 2's chariot will head west as an escort, city 3 has enough hammers in its own chariot that it can whip if necessary (although, damn, just realized i forgot to flip to slavery AGAIN lmao)

assets: warrior, chariot, settler, 5 workers, 3 cities, monument about to complete at city 2. worker plan from here is chop the copper settler at the capital and start working on the road connection, while the eastern and western workers chop out granaries and then yet more settlers lol

thoughts/feelings/questions/concerns?
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(February 9th, 2024, 11:55)ljubljana Wrote: here is roughly where i envision us being 7 turns from now:



and 7 turns from then:



city 2's chariot will head west as an escort, city 3 has enough hammers in its own chariot that it can whip if necessary (although, damn, just realized i forgot to flip to slavery AGAIN lmao)

assets: warrior, chariot, settler, 5 workers, 3 cities, monument about to complete at city 2. worker plan from here is chop the copper settler at the capital and start working on the road connection, while the eastern and western workers chop out granaries and then yet more settlers lol

thoughts/feelings/questions/concerns?

Looks good to me. I think that is the right placement of the second city, as painful as it is to build that Monument. And I think the third city is really good too. So pretty much thumbs up from me.
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