Department of Turnplay

This tool actually works: !!

striq said:
I would just like to add that barbarians are broken in conquests v1.22 and need to be fixed. I didn't know about this before and it does make a big difference. Without the fix, the barbs just kind of stand around until your unit is right next to them. With the fix barbs should patrol around a bit making them more dynamic (and correct). This link downloads the fix and shouldn't affect saved games. :) http://gotm.civfanatics.net/civassist/BarbFixer.zip
 
Whomp said:
very low probability of settler
Yeah 0 is pretty low. -> No settler can be available or being built in order to get a settler. Also you have to have fewer cities than the average. Again no.

Rik seems to be advocating NoAIPatrol=0. I'd prefer them this way. I think that everyone is used to them this way. Also, GOTM uses NoAIPatrol=0 as does SGOTM.
 
OK,OK I'm all screwed up. Sorry for the confusion.
I've been in SGOTM mode since #6 so I must be NoAIPatrol=0.

I still say no barb village.
 
Whomp said:
I still say no barb village.

No barbs? Then pop it. Gold will help research or the tech may be a sweetner for trade in the future.

(a more cantankerous and feeling his oats, and quite possibly more foolish) Kickbooti
 
quite possibly more foolish
:joke: There is a 65% chance of popping barbs out of that GH if you don't bust it with a city within 1 tile. That GH needs to stay there for a while.
 
I think he's trying to say that we shouldn't pop the barb vilage (= goody hut). :)

I least that's what I think we should do.
 
What Tubby said.

..my words were misconstrued and all discombobulated.:crazyeye:just had to try some big words.
 
Turnplayer, me, uses NoAIPatrol=0. Barbies are no fun without it. All in everything, leave the hut be. Peapanties should go further E. Most likely our neighbour resides there judging by the coastline.
Also, sorry about posting the .sav I sent to D'nut's. Of course no one of us should be able to open it. It struck me when I had left the pc.
 
Regarding the No AI Patrol...I really detest barbs and would just as soon they sit in one spot until I have a tank to kill them. ;) I'd prefer not to make any changes in my program to stir them up. If it only affected this game, I wouldn't mind, but I sure don't want them in my SP games. :sad:
 
todo for turn 27

  1. MM Simpleton to work cow, wheat, wines, & 2 BG's
  2. move settler SE
  3. move Peapants east or south (your decision)
  4. move Ave Joe west
  5. check happiness @ end of turn, leave SCI as high as possible

EDIT:::
**** If borders are seen press Shift-D to initiate diplomacy. Although I tried this in a SP game and it didn't work, others here state that it does. So at least try. I've never played a MP game so I'm not sure what is available. SCREENSHOTS , SCREENSHOTS , SCREENSHOTS. If we can initiate diplomacy first our group collective needs to know as much as can be gleaned from the advisors screens. Try to include Military, Domestic, and of course Foreign Advisors as well as the screen where you make any trades. Try to take the screnshots when they are saying something about the other team.*****
 
I've tried the shift-D thing as well... it works, but only when your unit actually 'touches' a border... i.e if your unit climbs a mountain and spots a border in the fog, you will not get the contact. It can still be useful though.
 
The save is available for anyone who wants it.
 
I got it... it's been a while :)
 
What will Dunderhead build after the warrior? I propose a worker, next a chop-assisted rax.
 
Uh. oh.... We're not working the wines this turn!!!!


Next turn we will HAVE to work the following in order to keep this settler pump working: wheat, cow, wines, forest, & BG. The bold ones currently working 2 BG's and need to be moved.
 
Crakie said:
What will Dunderhead build after the warrior? I propose a worker, next a chop-assisted rax.
I thought that Dunderhead is strictly a military factory. Ignoramus will generate workers.
 
After reading Provo's city re-naming recomendations we must QUICKLY re-name Dunderhead to King Kickbooti Military City (Just like the Saudi Arabians...).

Yeah, Dunderhead must build many big and pointy sticks.
 
Tubby Rower said:
Uh. oh.... We're not working the wines this turn!!!!



Next turn we will HAVE to work the following in order to keep this settler pump working: wheat, cow, wines, forest, & BG. The bold ones currently working 2 BG's and need to be moved.

I was suprised the wines were mined... I could not remember we agreed on that. But I did the math: we produce 6 food this turn, and 6 shields... next turn we need 10 shields and 4 food to finish the settler. We can make 8 shields, while making 4 food, plus two shields upon growth. I thought it was supposed to be like this (and if not, it works just as well).

I know Dunderhead is supposed to focus on military but I am pretty sure popping out the worker first will facilitate that. The extra turns needed to produce the worker will be regained by the chop, and the subsequent development is speeded up. Ignoramus will be busy with a granary for a while.
 
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