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-   -   SGOTM6 - Screenshots and Turnlogs (http://www.civduelzone.com/forum/showthread.php?t=2292)

Kingreno 08-02-2005 09:59

@ Mel, since the final construction of anything in Eindgoven would be past my part of the turnplaying I didn't realy bother. In my view a new player checks all cities and changes things when needed. Warrior is ok but worker has a lot to say for itself too.

@ Beam, in my short game vs Stapel I used the Surinametheme! Zanderij, Langetabbetje, Nieuw Nickerie were all cities there. What I like about SG's is that each player will found his own citynames (likely a hometown too). :)

Lt. Killer M 08-02-2005 10:23

Quote:

quote:Originally posted by Kingreno

you can see a blue thread hanging under the
[lol]
[lol]
[lol]

col 08-02-2005 10:57

I've alwsys played that each player gets to name the cities founded during turns according to any theme they like. It makes for a nice mix... and there's no way I'm naming anything with a j in it.

Melifluous 08-02-2005 11:41

Quote:

quote:Originally posted by Kingreno

@ Mel, since the final construction of anything in Eindgoven would be past my part of the turnplaying I didn't realy bother. In my view a new player checks all cities and changes things when needed. Warrior is ok but worker has a lot to say for itself too.
Okey Dokey.

Didnt want to break any rules from Mad-Bax (the bit about massively changing builds in cities, this would be 50% of our current production changed! [cool])

It just bothers me that we have the Mongols as neighbours and 2 empty cities, naked bending over for the soap.

Quick Update from the game though.

Upon opening the save I noticed that the Expansionist Mongols were right next to OUR hut and our warrior was fortified next to it also. Not wishing to give a free goody bag to the horse lovers I woke the warrior and sent him hut popping.

25 Gold [coool]

Melifluous

Plux 08-02-2005 14:17

Don't forget Wageningen, Nieuw Amsterdam, Brownsberg, Albina en the best of all, het Prof. Dr. Ir. van Blommesteijn lake [groucho]

Beam 08-02-2005 17:17

Quote:

quote:3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs.
Read my spoiler vs krys. Cultural borders can pop barbs from hut although it doesn't happen often.

Melifluous 08-02-2005 17:33

Quote:

quote:Originally posted by Beam

Quote:

quote:3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs.
Read my spoiler vs krys. Cultural borders can pop barbs from hut although it doesn't happen often.
Point is moot now, as I already popped that hut :D

anarres is gonna kill me :(

Melifluous

Lt. Killer M 08-02-2005 18:58

Quote:

quote:Originally posted by Beam

Quote:

quote:3400BC: War II finds a hut. I will not open as it easily poppable with founding a city, so we will not get barbs.
Read my spoiler vs krys. Cultural borders can pop barbs from hut although it doesn't happen often.
he was talking not by cultural expansion, but by founding so the hut is in the inner 9 tiles (i.e. in contact with the town). That will not give barbs.

If the tile is OUTSIDE the 9, but still included at founding (by connection to already existing land) it can go barb though. i guess that is what happened in your krys game.

Socrates 08-02-2005 20:30

Quote:

quote:Originally posted by Lt. Killer M

he was talking not by cultural expansion, but by founding so the hut is in the inner 9 tiles (i.e. in contact with the town). That will not give barbs.

If the tile is OUTSIDE the 9, but still included at founding (by connection to already existing land) it can go barb though. i guess that is what happened in your krys game.
I concur, Excellency ! [goodjob] This is indeed what happened, and what should happen when huts are destroyed by borders' expansion.

Killer, soon I'll call you 'Sir', because you know the game too well ! ;)

On a sidenote, I'm afraid my spam post count will rise a lot with this SGOTM event... [hmm]

Melifluous 09-02-2005 13:01

OK So I make one last move before hitting return.

3000BC - Part 2 - Notice the mongol scout is right next to our hut! That low down dirty expansionist scum is gonna take our hut on the inter-turn and I aint having none of that. The warrior there is thankfully fortified, so up ye get laddie. Hut popping for you sonny. We get 25 gold :D.

Now for a quick check around.

Warrior II now shows some more coast to the north of the mountain he has climbed! This could get ugly.

Hit return

Turn 01 - 2950BC - Move Warrior II NW onto another mountain NE of the barb camp. I can now see that the coast I previously saw north of here is in fact a 1 tile inland sea :D There is also more huts west of barb camp. Warrior I moves west and spots more land over the north waters. Have a look at what the Mongols have [:o]

IT - Mongols scout moves onto the silks, Mongol warrior appears 1 west of the barb camp, 1 SW of the huts.

Turn 02 - 2900BC - I decide that Warrior II's time has come. Attack! He disperses the barb camp, 25 more gold for us. WII is now a 1hp reg warrior. Warrior I heads back for MP duty, he's 4 turns from Eindhoven. Cap hits size 2 again, lux slider up to 10%.

IT - The mongol warrior pops the hut, no sign of any extra units, so money, maps or tech. If it was tech it was one I cant see. In fact it wasn't tech, cos I think the cheapest tech for them would still be Alpha. Mongol scout moves 1 north from silks.

Turn 03 - 2850BC - Warrior II goes west on a mountain. The river in the far west near the goats kinks SE after heading SW. Eindhoven hits size 2 and working the forest can make worker next turn. I switch Wheat citizen to scientist, no need for growth when making workers. Moves Alpha from due in 18, to due in 13. Warrior I still heading back for Capital.

IT - Both Mongol units disappear into the fog. Mongols now have Alpha as well and an extra city. Cant see any borders, which is the only good thing about this.

Turn 04 - 2800BC - Eindhoven worker -> warrior. Worker I completes irrigation moves south to mine. Paramaribo switched to use Game tile plus Mined BG. Growth in 3 (with 1 wasted food) and Granary in 8. Worker II goes west onto hill getting ready to join Worker I. Spots the mongols scout on the mountain 2 NW of the silks. Warrior II continues west where he spots 2 mongols warriors (different tiles) 1 vet, 1 conscript. Was sure the last warrior was reg. [??] Just notice in time that the lux needs upping to 20%. Switching tiles away from river meant that 10% lux dont go as far as it used to.

IT - Mongols warriors appear to be moving north in the far west. Nice to see. Scout fogs out again. Wow, dunno who the Mongols met, but they made a killing. Last turn they had 0 gold, now they have 396 gold!

Turn 05 - 2750BC - Warrior II goes SW. Worker I starts mining. Worker II moves towards Worker I. Warrior I continues south. Consider switching Para to Mined BG and forest to get Gran in 4, growth in 5. But decide to go for the pop ;)

Turn 06 - 2710BC - Warrior II moves north, convinced this is where contact was made by Mongols.

IT - Dark Red border appears in the East!! Check F10 space race, this should be Carthage or Japs? No contact as yet but a warrior in the east should touch borders.

Turn 07 - 2670BC - Warrior II goes NW. Para hits size 3. Move citizen to the tile workers are well working and now its Gran in 3, growth in 4 at 5fpt! Woohoo! Lux up to 30% [cry]

Turn 08 - 2630BC - Worker II joins in with Mining. Warrior II continues north. Warrior I detours east to initiate contact.

Turn 09 - 2590BC - Eindhoven hits size 2, Warrior in 1, using forest and wheat. Warrior I continues east, contact next turn. Warrior II continues North.

Turn 10 - 2550BC - Paramaribo granary -> wealth (sounds odd, but I wanna get this SF working right) Needs to be switched to Settler on the next players FIRST turn, not the end of this turn! Eindhoven warrior -> warrior. Warrior III heads for Paramaribo! Workers complete mine! Now I think if I got this right, without any more mining Para will make 6 spt at size 4, and 7 spt at size 5. So does that mean 2x6 + 2 (for the expansion forest) and then 2x7 + 2 (also for forest) which would be 30 shields in 4 turns? Anyways MM Eindhoven for max growth, size 3 and warrior in 5 turns. Please feel free to change this warrior should you need, but we need escorts for the second settler we get in 5 turns time :D Warrior I moves into talking to Reds range blocking the Mongol scout from doing the same, and its the Japs. Holy Shit batman. They have 5 cities plus their cap and are only Mysticism down on the Mongols. Mongols still only have Capital and 2 cities.

And thats that, next player should notice that both workers still have their moves left. Wanted to know if Para needs any more mining before doing anything with them. Also AFTER hitting return, please put Para on Settler duty.

Thats that really.

See ya.

Melifluous


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