January 13th, 2015, 12:29
Posts: 23,668
Threads: 134
Joined: Jun 2009
Turn 4 scouting report:
I was going to wait until next turn to sea if there are any seafood that requires I plant a city on the grass hill or plains forest up here, but I believe that if there are, then they should be reachable from the land on the other side. Below is a screenshot from my sim that is the original PB1 map, so the coast line should be near enough identical. I don't think I'm going to check the grass hill next turn, rather just head off south and scout for future city sites.
All this land over to the west of the choke point is what I need to try and claim, so I'm probably just going to plant on the plains hill as shown in the scouting report. It's not a city I need to plant early, I just need a single unit up here to fog bust and stop barbs spawning. Plus another on the tundra and the north is fog busted completely.
This is another picture from teh sim, there is a large island I can plant for and one of the reasons I want to plant my second city to the west. It's a large enough island to fit 2 cities on easily, but if there is seafood in the 1 tile wide channel I need to plant for it and push culture, potentially making it a three city island. Can't fit four cities on there, but 3 would give me enough internal trade routes if I got GLH.
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
January 13th, 2015, 12:40
Posts: 23,668
Threads: 134
Joined: Jun 2009
And if anyone is curious regarding the GLH plan I mentioned, it's just an idea, not anything concrete as yet. I'm considering settling the second city 1N of the fish, effectively marooning the crab until I can get a fort to shift a work boat to improve it. There are 6 forest I could chop, and I intend that city to be working mines to pump workers whilst the capital pumps settlers. I know I want Sailing anyway for the galley and island trade routes, so depending on the worker situation, I may try to chop all the forests into GLH after whipping the lighthouse; there would be some food saved after building the galley, and a pre-built work boat would provide food to alleviate the issues with stealing a bunch of workers for another wonder. The lighthouse would allow the second city to grow at +8fpt as well so quickly get back to size 4, or at least size 3 and happy capped. Then just have to find 80 hammers to complete the GLH from the chops and a fair amount of my medium term commerce concerns disappear.
How viable this is depends on my tech situation. I know that I'd have difficulty completing it before T60, and I couldn't do it before getting Pottery.
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
January 13th, 2015, 17:12
Posts: 23,668
Threads: 134
Joined: Jun 2009
HAHAHAHAHA. Hut pop at capital gave 40g. Fuck that shit.
Scout uncovered a crab in exactly the same place as on the PB1 map, 2W of the plains hill the scout was on last turn. It makes the city a bit better but nothing amazing. Onwards with the turn pace!
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
January 14th, 2015, 20:13
Posts: 23,668
Threads: 134
Joined: Jun 2009
Bunch of wimps.
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
January 14th, 2015, 21:11
Posts: 23,668
Threads: 134
Joined: Jun 2009
Players bitching about incorrect settings when they should have checked on T0 is no different from quitting from going AWOL, or ditching a game because you got invaded.
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
January 16th, 2015, 13:01
Posts: 5,455
Threads: 18
Joined: Jul 2011
![[Image: britney%20is%20sad.gif]](https://dl.dropboxusercontent.com/u/59892754/britney%20is%20sad.gif)
So, PB25 then?
January 16th, 2015, 13:24
Posts: 7,658
Threads: 31
Joined: Jun 2011
No. PB24. PYFT! 
January 16th, 2015, 18:56
Posts: 13,563
Threads: 49
Joined: Oct 2009
(January 14th, 2015, 21:11)Krill Wrote: Players bitching about incorrect settings when they should have checked on T0 is no different from quitting from going AWOL, or ditching a game because you got invaded.
...or ditching a game because of the players you voluntarily signed up with.
*ducks*
I have to run.
January 17th, 2015, 07:20
Posts: 23,668
Threads: 134
Joined: Jun 2009
(January 16th, 2015, 18:56)novice Wrote: (January 14th, 2015, 21:11)Krill Wrote: Players bitching about incorrect settings when they should have checked on T0 is no different from quitting from going AWOL, or ditching a game because you got invaded.
...or ditching a game because of the players you voluntarily signed up with.
*ducks*
...I got nothing. That's a more than fair point.
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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