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

Create an account  

 
Dare you enter the Whizzard's Realm? Magic and Mysteries abide.

Moved the scouting units, I'll let you chime in on whether you have a better micro plan/changes before workers done.

I think my map hunch was right - this looks very much like a repetition. The desert, the 2 grass hills. What we were expecting.

[Image: n2ETnjN.jpg]
[Image: UTlbnkl.jpg]

Perhaps more useful - look at this find. Nice land here.

[Image: iZJtDzI.jpg]
Reply

[Image: 6vgacls.jpg]
17/23 food box

[Image: 6ST2qBa.jpg]
12/23 food box
Reply

I've revised a microplan to just barely whip in baraddur, overflow whip in tower.

T194:
Tower works Corn, Whales, Cottage. Lib 64/81
BD works Deer, Pigs, Horses. Warrior 22/13

T195:
Tower works Corn, Whales, Oasis, Pigs. Lib 74/81
BD works Deer, Horses, Grass Forest (!!!). Warrior 18/13

T196:
Tower works Corn, Whales, Oasis, Cottage, Pigs. Lib 84/81
BD works Deer, Horses, Rice, Iron Forest. Settler 24/237

T197:
Tower works Corn, Whales, Oasis, Cottage, Farm. Assigns a scientist. Wealth
BD works Deer, Horses, Rice, Pigs. Settler 45/237

T198:
Tower works Corn, Whales, Oasis, Cottage, Grass Forest, Ivory. Settler 20/237
BD works Deer, Horses, Rice, Pigs. Settler 66/237

T199
Tower works Corn, Whales, Oasis, Cottage, Pigs, Ivory. Settler 41/237. With 1 chop, settler 94/237
BD works Deer, Horses, Rice, Iron. Settler 88/237. With 2 chops, Settler 163/237

T200
Tower 3-whips, works corn, pigs, horses. Settler 272/237
BD 2-whips, works Deer, Iron. Settler 253/237

T201:
Tower works corn, pigs, horses. Worker 56/54
BD works Deer, Rice. Temple?
Reply

We have met Scooters Scout! To the NE, on that desert spur. He has offered us a map trade... Haven't done anything yet. We could probably kill it to as it is currently behind us on flatland, 6v4 would get decent odds...

To take the trade? Circumnav is nice and will probably go quickly. I would be tempted to try and trade with everyone again like I did in 33 and drop it down to a coinflip. It's a bit prisoners dilemmay, but I feel basically you have to accept the trades otherwise you could get left out.
Reply

I think it's a good idea. Let's maximise our chances from 0% to 50%
Reply

[Image: TGfHTt8.jpg]
We've met Scooter! I've reoffered the map trade: we choose peace, not war.

For now.

[Image: hbSmm2Z.jpg]
We've seen Mist's borders. They look odd, I can't quite make sense of it.

[Image: sXNPUc4.jpg]
[Image: sbLifx3.jpg]
I've made the tile configuration changes.

Also, I missed this last turn, but we got a Hinduism spread to Tower! This is generally a piece of good news. But. It kind of messes with our plans a little. I want to pop a great engineer out of Baraddur, while I want Tower to roll the dice between Engineer and Scientist. However, if they both pop on the same turn, it means I can't work a scientist in Tower, in case of the miniscule chance it pops a scientist at low odds.

But how do the rules of which city pops its great person work? Is it based on city order? If so, Tower has priority. Is it based on total GPP points accumulated? If so, Baraddur has priority.
Reply

It's city order of whichever city is first in the f1 list. We can make 2 engineers work though. There are lots of religious wonders...


Sent from my iPhone using Tapatalk
Reply

[Image: GaHaix9.jpg]
A few scouting moves left unmade. Warrior will be moving to scout out banana site, will then move northwest to sentry out our northern/northwestern neighbours.

[Image: GaHaix9.jpg]
I was considering what to do with this LB, the decision was made to push forward for one more turn. Not sure when to draw it back and have it act on guard duty.
Reply

[Image: 6bnBOYE.jpg]
I had to pop out, so I didn't get a chance to offer it myself. But I've accepted it.

[Image: OwYIopt.jpg]
The land to our southeast. There's stone! Stone is important for us: Monk economy wants the bonus for Spiral Minaret and Sankore.

Looking at Mistcac's scouting patterns, they seem to be prioritising their southeast. I expect their plans involve a settler sent in that direction, and it's not a bad idea.

[Image: JleG8EN.jpg]
How Mistcac settled: not on the plains hill, the whales are orphaned. And were I Mistcac, I would have prioritised the deer over the rice.

[Image: yiSluGk.jpg]
Horizontal land strips between civs. Very jungley, very hard to get an army across. It will be important to control it with our culture. The mapmaker made a serious fuckup here: WK's landstrip has a lake clams, Mistcac's does not. A lake clams looks very deliberate, it looks more like Mistcac simply forgot to put it in. I hope our equivalent spot has one. I suggest we plant a city either on the jungle bananas, to get access to lake clams. That would allow us to send galleys to colonise the islands to the north and south.

[Image: yhTl76k.jpg]
[Image: 3I6fyQR.jpg]
The equatorial and temperate islands between our landmasses. I think these are what we want to compete for: our "main" blobs of land too far apart for our opponents to intrude into.

[Image: jvCcYPh.jpg]
WK's cities (an elaborate whine about bad starts). Again, no settlement on the plains hill. They prioritised the south (though they probably met and exchanged maps with Mistcac much earlier than we. So the maps are out of date, they've improved: corn, horses, rice, pigs. No ivory or furs yet.

[Image: KkdZ4k0.jpg]
Horizontal and vertical mirroring makes my head woozy. Like when I smoke too much pipe-weed with my Hobbit friends.

[Image: 8yiFpq8.jpg]
[Image: qAu110B.jpg]
Our cities. Now that I think about it, Baraddur had made a micro mistake: I really should have worked the iron forest instead of the grass forest last turn. But I was so hung up on maximising food, and just barely overflowing into the settler. Working the iron forest would have given the micro plan a bit more slack. But oh well. It can be argued that a 2/1 tile is stronger than a 1/3 tile, but that's only if you can make 100% use of whips. Which we won't be, there are too many other civics to play around with.

[Image: MZ5YLEb.jpg]
Oh, and our one final move: we met WK. I sent him a map trade: better that we roll the circumnav dice with him, than with Scooter.

[Image: OP6kEzB.png]
Civics screen. Mistcac will beat us to the first great person, even without Pacifism. I'll need to check, but it seems that WK (FIN/IMP) and Scooter (IMP/ORG) may have spent at least 2 turns in anarchy changing civics. Which is especially strange that Scooter didn't also switch to Hereditary Rule as well. 4 switches would cost the same as 5 switches.
Reply

Thoughts now I've seen in summarised - someone will trigger circumnav next turn. Don't know who. Might not be active though seeing the amount of land/water there seems to be. I think navies will be less used here.

SoL is gonna be huge on this map, like 33.

Map appears to be 6 fairly equal areas, identically linked and some lux islands inbetween harbouring seemingly the only precious metals. a few lux differences and tile swaps like in 33, but more homogenous it seems.

Now to our plan... Looking around I agree with warriorknights shafted start civ name change. Whilst the cap is ok in that spot, I cannot see how that second city was a good idea. We should press this mistake and try and settle up on them a bit more, especially as they won't be shoving jans on us.

I think we can get to nationalism first before anyone else. We are pressing our extra food and fast start well IMO, a library next turn and just pulling ahead. We are probably gonna try for taj.
Reply



Forum Jump: