May 23rd, 2024, 07:32
(This post was last modified: May 23rd, 2024, 07:33 by scooter.)
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(May 22nd, 2024, 08:08)scooter Wrote: (May 22nd, 2024, 08:06)Commodore Wrote: (May 22nd, 2024, 07:23)scooter Wrote: (May 21st, 2024, 16:48)scooter Wrote: Still a 40% chance we go through all this to be PYFT'd by Ginger, but it's warm and sunny here, so I'm feeling the 60% today.
He immediately did not play his first possible turn despite multiple discord pings and a response from him saying that he would.
This game survives by giving him a teammate or replacement, else that 40% is a 100%.
Yeah I'm already crafting a "we are looking for a replacement against this person's will" post in my head for sometime soon. If he can't be bothered to move a scout on T6 there's no way he's playing harder turns later.
Was poked again several times yesterday, he responded to SD saying he'd play, and then he didn't again. It's been a little while since we forcibly booted someone from a game, but it's time. I didn't spend that many hours figuring out how to launch a modded pitboss for the game to die immediately after. Yuris and SD are both in support of doing this, so here we are.
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I don't think they know about that work for modded pitboss games...
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(May 23rd, 2024, 08:49)Krill Wrote: I don't think they know about that work for modded pitboss games...
We've got a discord thread where getting this game working has been discussed quite a bit. We had to relaunch this game as Zulan didn't know how to launch a game without Ramk, so we had to collectively piece it together with his existing documentation + trial and error. Huge hassle. But it's good knowledge to have and to spread around, and this game is now running properly.
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For the record, we're at the point where I'm forgetting that this game exists.
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(May 23rd, 2024, 10:42)Tarkeel Wrote: For the record, we're at the point where I'm forgetting that this game exists.
You and Ginger both.
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We have some good news!
Another food and an early happy! Unfortunately the ivory just misses yellow dot, but I think this just means we have to move yellow 1W in order to bring in the Ivory while still sharing the Corn. I think this would make for a really strong second city, relatively speaking. It sucks to lose another land tile because redeeming the desert tile by planting on it was so ideal, but I think it's likely we want a canal here, in which case we simply fort the desert anyway post-Math. So my inclination as of this second is to move Yellow 1W and call it a day. The border pop issue along with scouting may change that, though. Which leads me to the second thing of note.
Which is that we also see here what looks like a few more land tiles north-ish of here. 3N of the scout appears to be water, but there may be another tile or two northwest. So we'll be able to scout the whole thing out easily prior to locking anything in, which is good because moving Yellow may appeal less if we find something good. Given that 1W Yellow would need a plan to border pop to make the Ivory worth anything, there's always a chance we simply keep yellow where it is and settle for Ivory first-ring as early as we can and deal with the happy cap until then. For example, I could see a settling plan that goes something like yellow-blue-ivory-red where Ivory dot is on that jungle hill if there's a fish up there or something. That may be about as quick as building a Monument in yellow and waiting 10T.
Finally, there's a tiny case for moving yellow 1W and founding a religion in it. I don't really want to reach for an early religion as there's so many techs we need, but even with Ivory we'll be battling happy for awhile, but more importantly it would quickly pop Yellow borders. I'm not sure I'm crazy about it, but I haven't given a ton of though to tech timings yet. We want to avoid Meditation to keep the Astro bulb open, but we are motivated to take Polytheism at some point to get us down to Monarchy, so it wouldn't be a total waste. Not super in love with the idea, but worth mentioning. That ivory tile being forested is a really nice tile to unlock even from a yield standpoint, so maybe it would be worth it.
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Agree that moving yellow 1W looks like the best suggestion. Not sure it's worth dumping a religion into, I think hammers will be easier to come by than the commerce we need here, even if chopping out a monument before granary is going to suck.
We will be able to fit in one more city in the north, but unless it claims more food I don't think it's worth prioritizing. Completely agree that we need to check it out, and it's not like the scout has better things to do.
One benefit of the old yellow is that it would get trade connection when the capital borders expand on T51, but we were likely going to connect it by road before then so it shouldn't matter too much. I'd road the sheep, corn and spices for most efficient network.
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Dotmapping in the north is proving to be slightly awkward. White dot likely needs to move north to keep from orphaning the Spices, but at the cost of the second ring Crabs. That's fine as the Crabs can be claimed by another city. The good thing about white 1N is it's totally viable to settle it pre-IW.
Worker about to come out.
May 30th, 2024, 09:51
(This post was last modified: May 30th, 2024, 09:54 by Zed-F.)
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You could settle on spice with white dot next to the ivory (I.e. not really orphaned), but that’s probably not better. We don’t know there’s enough food for the area to support 2 cities on that peninsula plus offshore cities on other islands. Moving white dot north does mean needing a monument at least in yellow, though.
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(May 30th, 2024, 09:51)Zed-F Wrote: You could settle on spice with white dot next to the ivory (I.e. not really orphaned), but that’s probably not better. We don’t know there’s enough food for the area to support 2 cities on that peninsula plus offshore cities on other islands. Moving white dot north does mean needing a monument at least in yellow, though.
The main issue here is the Ivory is sort of the only thing that matters early on to open up size-6 cities pre-Calendar/Monarchy. Otherwise, we'd prefer to settle a couple island cities before settling in the general area of White Dot. In general we want one island as soon as is reasonable to do so for the commerce boost, and we want a second island plant as soon as Currency comes in.
My gut is that whatever we do with White, it won't be until we've settled an island city, and Yellow is just going to have to prioritize a Monument ASAP to pull in the Ivory for us.
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