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(August 19th, 2013, 18:28)fluffyflyingpig Wrote: Death to Pootinator?!
Whelp, I haven't played the turn yet because they haven't played and we're at war. I'm considering accepting peace just so that I don't have to abide by the time split...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Fuck me.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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that was expected, shouldnt slow the city down though. move warrior and settler onto the forest tile, we still settle next turn.
DONT TILT
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(August 19th, 2013, 21:39)Bigger Wrote: DONT TILT
Nah I'm fine. I offered scoopin peace.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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We settled Baco because for some reason it wouldn't allow Bacon. I was sure it would... Anyway:
Allow me to explain the next turns.
t36 - one worker moves 1E of Baco and roads; one worker moves to gems - Bacon at 50/100 on settler
t37 - worker roads; worker mines - 63/100
t38 - worker moves 1E and roads; W mines - 76/100 - 1 pop whip 106/100 + 12 ; Baco grows to 2 EOT
t39 - W Roads; W Mines - Cap builds warrior 18/15 + 4 ; - settler Moves N-NE
t40 - W moves to copper Roads; W finishes gem mine; - Cap starts next warrior 7/15+4 - settler to grass hill
t41 - W finishes copper road; W roads gem mine; cap warrior 11/15+4 finishes EOT, City grows to 3 EOT - Settler settles Copper city with immiediate road connection.
So by t42 we will have 3 cities, Gems hooked up, Cap at pop 3, Baco grows to 3 EOT43, 4 warriors including the one out of Baco and 2 from Bacon. Copper will be hooked up T44. I believe we'll get pottery either EOT44 or 45. Then we'll start myst so we can get a monument in Copper city... or maybe we chop a barracks? Will have to see.
I think I can live with that.
And demos look pretty good!
#1 food baby, not bad MFG, midpack GNP, good land area
Also Azza's power is still lower than ours. Good things, good things.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
August 20th, 2013, 23:04
(This post was last modified: August 20th, 2013, 23:35 by Bigger.)
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lol at lion in our territory, it doesnt auto bump it out?
also not letting us name it Bacon is lame. anyway, the plan looks good so far.
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No, animals don't get bumped, they just can't move into cultured territory. Thus, they'll wander out the next turn unless trapped.
Idon't think barracks provide culture in the latest version.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(August 21st, 2013, 05:02)Qgqqqqq Wrote: No, animals don't get bumped, they just can't move into cultured territory. Thus, they'll wander out the next turn unless trapped.
Idon't think barracks provide culture in the latest version.
yup good catch. instead Ag provides -25 city maintenence. so its ORG light instead of CRE light. I thought it was both, according to Brick's post in the tech thread you are right.
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You have to type in "Bacon " as the name, then "Bacon " for hte third city etc.
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(August 21st, 2013, 09:14)Bigger Wrote: (August 21st, 2013, 05:02)Qgqqqqq Wrote: No, animals don't get bumped, they just can't move into cultured territory. Thus, they'll wander out the next turn unless trapped.
Idon't think barracks provide culture in the latest version.
yup good catch. instead Ag provides -25 city maintenence. so its ORG light instead of CRE light. I thought it was both, according to Brick's post in the tech thread you are right.
Barracks do provide culture...
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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