Is that character a variant? (I just love getting asked that in channel.) - Charis

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Intersite Game - Turn Discussion Thread

Turn 31 - 2760BC

Our warrior survived an attack by the barb panther flawlessly between turns. We moved him a tile east this turn to defog all potential tiles with hostiles on them:

[Image: ISDG-96s.jpg]

All clear for now, captain. goodjob

The workers finished the grassland river cottage, giving us six improved tiles. I'm betting that's more than anyone else has so far. Of course, we can only work four tiles right now, but they'll all be in use soon enough, with the capital picking up all of those cottages while our workers get Mansa's Muse started. No news is good news while we continue to run our cardboard cutout defensive opening.

[Image: ISDG-97s.jpg]

We're still tops in GNP and Food for the moment. These numbers will look even better in a few turns, when Mansa's Muse will add its own contributions. Production is rather low, but we all know that in Civ4 food and commerce are much more important than raw shields.

Other teams:

* German team grew their capital to size 4, and they now have 5 pop points overall with their second city.

* UniversCiv settled their second city. They have 3 total pop points, a size 2 capital and a new city. We don't think that they have a second worker yet either. Not the strongest opening.

* CivFanatics discovered a new tech, almost certainly Pottery. They teched Wheel earlier, and the Power numbers match up. CivFanatics has gone Agriculture, Wheel, Pottery - an odd starting path for India and its Mining tech. But we believe that they don't have many forests to chop at their capital, which explains the lack of interest in Bronze Working. They are also the only team in the game without Hunting. If they have a deer resource, they aren't using it.

No one else in the game has Pottery yet, just us and CivFanatics. Apolyton and the German team are the only others who even have Wheel. Everyone else won't be working cottages for a looooooooooong time. wink
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We have met our first opponent. CivFanatics!

Quote:Greetings to Team RB from Team CFC

We are happy to make first contact with your team, and we are also happy to see that we are neighbours, as we consider you one of the strongest teams in the game. You are the first team we have met, and for now the only team we have contact with.

There was some harsh words between some of our team members in the preliminary planning of the ISDG, but that will not effect our attitude towards your team at all in this game. The planning of a game on the scale of the ISDG is expected to have some heated discussions, especially between the more experienced players. To get off on the right foot, we would like to propose a simple NAP until turn 100, to establish goodwill between our teams. This will give us ample time to build up trust and more formal agreements on going forward.

Finally, to get relations going in the right direction, we would like to hear if your team has any preliminary thoughts on setting a border between our teams.

We will follow up in a few days with some info sharing once this is discussed within the team.

Caledorn, on behalf of Team CFC
I think we should discuss this in the diplo thread.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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I would say No NAP, but we have such a fragile micro and defense. lol
I would say No NAP, but a NAP lets the stronger players race ahead. lol
I would say No NAP, but we need to get inside CFC's head and diplo plans. lol

Any chance we settle for a shorter than 100 turn NAP?

EDIT:I'll post this in diplo thread...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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It's until turn 100, so it's a ~70 turn NAP. Clearly we should ask them whether changing another's civics is a violation of a NAP. wink
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Here is a screenshot.

Edit: never mind - Sullla and I cross posted and his is nicely sized.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Turn 32 has started. Here's the situation report with my recommendations:

[Image: ISDG-99s.jpg]

CivFanatics will move their warrior onto the grassland hill tile indicated. This is 99% certain.

Our two workers must move onto the two tiles indicated for our micro plan to work. We definitely need to cover the worker in the forest tile - we don't have visibility east of the gold hill, so there could be a panther or wolf over there. That takes care of our first warrior and first worker.

The other worker, the one moving onto the plains tile, cannot be attacked by any barb unit. The only danger would be another civ with a Woodsman II promotion on either the pigs or the tile next to the pigs. We can probably rule that our safely. Therefore I argue we should move warrior Xenu southwest onto the deer, and leave the plains worker exposed. Nothing should be able to attack it, due to our defogging of the area.

This way Xenu has the option to move next to our capital on T33, showing CivFanatics that there's a defender in position, or we can move to cover the plains tile if barbs show up. We also have the option of doing lategame clock stuff to line things up properly, blah blah.

Any other thoughts or suggestions for unit movement this turn? Plenty of time to discuss.
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I agree with the suggested moves.
Kalin
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Moves look good to me.
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I don't understand how this will protect the plains worker. We'd lose vision on the forest north of the pigs, and a wolf could move there next turn.

How about keeping that warrior in place this turn and moving it as you suggest at the start of next turn (and therefore reserving first half of timer)? If a wolf appears N of pigs we will see it before moving and can cancel the move. Similarly if a bear moves next to our forest worker from 1E of gold, we can cover it with the second warrior and be OK. And if no barbs interfere, we are totally free to move our warrior towards the capital and we will win that race. (They'd have to play before us next turn to get first half on a declaration the following turn, right?)

Since our settler finishes this turn, we can always build a 2t warrior afterwards if a combination of potential treachery and barbarians makes it prudent.
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According to Ruff, no barbs can spawn within two tiles of a unit, vision or not. Not sure if that's true though.
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