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Ive had to change the plans for every city EXCEPT the mids city. Damn barbs. Making me whip cities
Barb axe will step on flatground, and will be eliminated by my chariot, and then my workers will continue their roading/sheep pasturing for that new city. Workers are going into overdrive to get the mids done as fast as possible so that my military pump ( ted/mids city ) can get back to pumping archers/ect so that the rest of my cities can use their huge amount of food on other things. So long as i dont get a bad roll on this next barb fight between my now injured warrior, and a barb warrior... i should be fine. Going to be putting out my sentry net/fog busters out ASAP. Settlers are being pumped to secure borders before going for the 3-4 cities in the "backlines"
Between the mids, either the fail gold or Representation, and writing coming in, i will be able to continue teching towards currency and then backtrack for HBR for some defensive HA's. Having the mids will put a juicy target on my back so i want to be prepared.
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) 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.
Posts: 8,773
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Didnt take the best screenshots, BUT.. here is a couple pics from the last 2 turns.
Im looking at an estimated t76-77 mids atm. Ive got a border pop that will put a forest into chop range, i will be completing a plains hill mine to starve my city by swapping the sheep tile to the PH mine. Between the chop, and the added hammers, i will be expecting to land it in that range. Maybe t78 if my calculations are off, but its showing t80 without chop or the extra mine on top of it, which i can run for 4-5 turns depending on when i start it.
Currently getting some fog busters into position to the west to make settling there easier, and my chariot that you saw in the spoiler tag killed the warrior and next turn will move into its fog busting spot.. All n' all... not too bad.
Any questions?
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) 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.
Posts: 8,773
Threads: 95
Joined: Oct 2017
No questions from lurkers, so here is one for you guys: Is there a good guide on visibility rules, say with sentry units/culture and their relation to hills/mountains? I might plan to fork 2 of JR4's cities in the future, and i want to hide my units carefully obviously so picking a good spot is ideal. My plan is to eventually hide the stack on the sheep tile to the east of the mids city. ( ted bundy ) And basically wondering if/when JR4's city pops culture borders, is he going to have vision over that hill due to culture? Thanks!
Onto the report: Turn 72-
Making final preparations to finish the mids t77 is the potential due date. Might be off by a hair though, and end up finishing it on t78. Here's hoping for a big payday!
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) 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.
Posts: 8,773
Threads: 95
Joined: Oct 2017
Alrighty, Question for lurkers: Looking for answers on how starving a city works. If there are any tricks of the trade, ect. I will spoiler the EXACT reasoning incase you dont wanna know/ect.. but /shrug.
In other news, We are starved for happy.. so our "extra" workers are getting our next city primed and ready for the settler that is popping EOT. Hoping to hook up cow/gold no more than 1-2 turns after the city is founded. Also, it looks like Cornflakes grabbed the oracle. i didnt check to see if i knew where it was built, but im sure he grabbed either Metal casting, or somehow slingshotted his way into something on the math's beeline.. Hope its just a simple MC grab. Im still really worried about Elkad planning an attack as he kinda seems like he is waiting for me to play for several turns now. Im still watching his power, and pbspy... and no significant power jumps, or whips. Still curious what is going on in germany land but WHO KNOWS. From my previous game with him, he doesnt seem to post too often so its kinda hard to see how his thought process/early game is. Maybe thats part of alot of civ players strategies? Only posting when there are major wars/late game? Maybe, or it might just be they have alot more important things to do than sit on a forum trying to find more and more words to add to a post..
In out-of-game news.. I officially got my T6 position promotion! For those that dont know, its a position in the US postal service that is basically.. instead of having 1 route that you do every day, you have 5 routes and you do a different one each day for a couple dollars more an hr. More "remembering" and less maintenance is a pretty good upgrade to me.
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) 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.
Posts: 23,668
Threads: 134
Joined: Jun 2009
...you are a postman?
Starving cities produce output and then lose population iirc. So if you drop the food box to precisely on TX, it does not lose a pop point, but then the next turn if you were to drop the food box to -1 or -100 the result is you get the output and then lose one pop point. In other words if you are going to starve, run max output on the starvation turns.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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(June 6th, 2019, 22:31)superdeath Wrote: No questions from lurkers, so here is one for you guys: Is there a good guide on visibility rules, say with sentry units/culture and their relation to hills/mountains? I might plan to fork 2 of JR4's cities in the future, and i want to hide my units carefully obviously so picking a good spot is ideal. My plan is to eventually hide the stack on the sheep tile to the east of the mids city. ( ted bundy ) And basically wondering if/when JR4's city pops culture borders, is he going to have vision over that hill due to culture? Thanks!
(June 7th, 2019, 17:06)Krill Wrote: ...you are a postman?
Starving cities produce output and then lose population iirc. So if you drop the food box to precisely on TX, it does not lose a pop point, but then the next turn if you were to drop the food box to -1 or -100 the result is you get the output and then lose one pop point. In other words if you are going to starve, run max output on the starvation turns.
Yep, postman in iowa.
Thanks for the starving info. Happen to have an answer for this quoted question?
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) 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.
Posts: 23,668
Threads: 134
Joined: Jun 2009
Well, congratulations on the promotion
Vision rules are difficult to describe imo.
Every unit sees each adjacent tile, but if it is on a tile higher that the adjacent tile, it sees one time further. Height goes Peak>hill>flatland>water. How high a unit is has no effect, just being higher is what matters. Sentry increases all vision distances by one, but you can never see over a tile: any tile adjacent to the tile the unit is on, that is higher according to the aforementioned height order, blocks further vision from sentry or promotions.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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Interesting. Does culture vs culture where both technically occupy the same tile change any of that?
Also i forgot to mention, mids will finish on t77 with 502 hammers invested... how? I was biting my tongue trying to find a way to get enough hammers without starving/potentially taking another turn. Then i remembered that i had a corn resource from the capital i could steal for a turn. Now i can run one turn of 24 hammers, ( starting with 422 invested ) and two turns of 28 hammers from starving down to 0 in the foodbox. Ending with 502 hammers and a pile of rocks.
Meanwhile, im getting libraries in two cities by turn 80 or so, and the rep beakers will really help push my eco into overdrive.
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) 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.
Posts: 23,668
Threads: 134
Joined: Jun 2009
Culture can be considered as irrelevant for vision: Whoever owns the tile has vision as if a standard, unpromoted unit was standing on that tile. Majority and minority culture only matters inasmuch as that defines who owns the tile, except that in the weird cases around city capture and turn lag in a tile swapping ownership.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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(June 8th, 2019, 10:40)Krill Wrote: Culture can be considered as irrelevant for vision: Whoever owns the tile has vision as if a standard, unpromoted unit was standing on that tile. Majority and minority culture only matters inasmuch as that defines who owns the tile, except that in the weird cases around city capture and turn lag in a tile swapping ownership.
Sweet! That gives me comfort.
Two turns till mid's. Im letting cities get into some unhappiness so when i swap to rep they can begin working a BUNCH of tiles. Also met Wetbandit, via workboat.. Interesting to say the least. He also has alpha already, so i requested open borders for down the road and because we dont seem to share a border.
With the mid's completing EOT 76, i have to decide how i want my various cities to function.. I decided that Ted will be a military pump for the defense of the empire with basically all the other cities atm working on teching/workers/settlers. Rep + gold that is being hooked up, and my cities will start working all the yummy commerce tiles i expect to overtake whomever is the current tech leader. Also, going to be settling my silver/fur/marble city in like 9 turns or so. Fun times!
Pics after dinner-
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) 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.
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