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(July 8th, 2014, 06:08)Krill Wrote: It's basically a buffer city to invalidate every potential location Ruff can plant, and it can only be boated by sailing through a 1 tile wide strait. It's pretty much right in the "Good Enough" category for island front cities. Push culture and we can get the crab though.
By the way, the city location is obiously great from a strategic viewpoint. I would approve of it even if it had just the flood plains for food.
I have to run.
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novice, I expected you to come up with an even better position that basically won us the game
I'll play the turn later, I just rebuilt my PC today with a new case and graphics card. So I'll probably be troubleshooting that for a while. Right now, I'm downloading the drivers to a 280X whilst looking at Chrome at 800*600...on a two 1920*1080 monitors. I'm seeing double and it's not because I'm drunk....first time for everything, I suppose.
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T94
Not getting this event finished. We don't even have HBR.
As before. Shit happened.
Plako has a settler and galley in position to take it to the island. I feel we may have to be aggressive with Plako and take that entire island from him, because I'm not sure how he will feel about us holding that stone. But if we get south island, and dtay doesn't make a move on Whosit or Whosit collapses against CH, then I think we may have a window to do that.
South island overview with deer. Unit moves are available to cover the settler whilst in transit to the southern city. Location of city 12 site still need exploring, we can get a couple of moves out of the chariot even if we spend next turn healing.
Whosit just roaded his pigs and backed away. I don't know why he did that. Then again, I rarely understand what most people do, so nothing new there.
Do not need to work the mine to speed up the worker afterwards, but it would speed up the settler/worker afterwards by a turn. I just think we need hte commerce to get the Currency ASAP.
Corrected worker MM...actually, workers 7 and 8 both cottage T97-98, then T99 W7 cottages the tile south of FR for a turn before moving to the whale city.
novice, can you check the MM, that whipping next turn and using avoid growth is the ideal route to take here? Foodbox is 4/26 and Granary is 29/60. The chop would have landed but obviously we changed tack with south island.
HG fell.
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German Jojo got a 33 point score increase so he seems like a probable HG builder. I would be glad to see that wonder fall to him.
Whipping the granary in KM next turn is correct. Avoid growth too, unless short term considerations dictate otherwise.
I have to run.
July 9th, 2014, 04:04
(This post was last modified: July 9th, 2014, 04:07 by Krill.)
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Found a plains sheep and can't see any galleys. Carry on regardless. Pass Mustard west of sheep seems best.
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Pity about the orphaned fish.
How far from the chariot to the southern edge of the map?
I have to run.
July 9th, 2014, 04:35
(This post was last modified: July 9th, 2014, 04:36 by Krill.)
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Chariot is 10 tiles south of capital, which would put it...10 tiles from teh south pole, as per this post.
Also, that orphaned fish is Ruffs problem. Which makes me happier about it.
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True enough.
So the galley now has a worker and settler on board? Pretty slick.
I have to run.
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Although reading that post, you said players had an average of 138 land tiles each. I think once we settle everything including south island we'll have well over 220 tiles, not counting tundra. And the tundra cities aren't exactly junk for us either.
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(July 9th, 2014, 04:49)Krill Wrote: Although reading that post, you said players had an average of 138 land tiles each. I think once we settle everything including south island we'll have well over 220 tiles, not counting tundra. And the tundra cities aren't exactly junk for us either.
Yeah, and we already have more than our allotted 3% of all available land, according to the F9 screen.
Discounting the lurker civ, each civ's fair share is 142 tiles, and we have 151 currently.
I have to run.
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