Fox-02 -- Praying to the RNG God

Ok, checked The Complete Guide to Terrain, Resources and City Improvements, a mined iron gives 2 extra :hammers:, a city settled directly on the iron at a plains tile gives 1 extra :hammers:. I think not much lost if we settled on the iron (as originally intended), plus we get immediate access to iron.

What say the rest of the minions?

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Don't hate me because my dotmaps are beautiful :lol:

No really, I've got photoshop and time on my hands. Here's my proposal. Northern 'phant city is speculative, the rest looks pretty good to me.

rngdotmap2.jpg


Maybe green can be pushed 1N actually to avoid settling on the forest.

EDIT: Actually no it can't, as then it would miss the sheepies. :)
 
@omni: again, nice map ...

The green is one tile away from coast ... why? If that is the case, we might as well use the current barb city location (which is one tile South of your green dot), which also net us two more silks (but loses the deer).

The blue or purple is an interesting alternative, but why not move it 1 tile W to reduce overlap with capitol?

I am actually still incline to settle right on top of the iron. It fits better if we are going to keep the barb city.

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RNGod's Assignments Thus Far
- Seek the RNG God: Started 4000BC, Completed 3240BC, 19 turns.
- 3x1: Learn Wonder-Enabling Tech: Started 3240BC, Completed 2280BC, 24 turns.
- 4x6: Learn New-Unit Tech: Started 2280BC, Completed 1800BC, 11 turns.
- 1x5: Get Something for Free: Started 1800BC, Not Completed, 15 turns remaining.

Roster
-- GreyFox
-- Dansk
-- rex_tyranus == Just Played
-- mucco == UP
-- n0xie == On Deck
-- omni_paul
Reminder: mucco will play 20, n0xie and omni_paul 15 each. 10 turns each thereafter.

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NB: I have updated footnotes to the objectives and punishment a bit ...

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Lurker's smart ass comment:

You should put a number on each of the chosen future cities and toss a dice. ;)
 
I liked green's position for the 4 resources, but i suppose it could share with someone else :D.

I did originally have mauve :D 1W, but didn't like the wasted tile. These things are always up for debate!

Question: As we've decided we can't appease the RNGod, could mucco consider preparing for the worst punishment wise? Eg: pump out a settler and found, say, light blue in case we have to gift it?
 
Just a thought, guys. What if this is a "binding of Isaac" sort of test RNGod has put before us? He first gave us an assignment that was impossible. What if his punnishment is equally impossible? Maybe we should hold off on writing. That way, if mucco's luck is as bad as mine and he rolls a 1, we can't gift a city because we can't open a trade screen?
 
Got it, except for the fact that... I don't see the save. Did you forget to post it, rex, or it's just my endless stupidity :crazyeye:?

Oh One More Thing: I've read "turn 69" in your report. Did you miss a turn, or what? Maybe it was the influence of the dice again... :lol: however, please play the last turn, if you missed one.

Ok, I'll try to stop now... but I need the save. Show me where it is please!
 
Right on both counts, mucco. I forgot to post the save and I do have one more turn to play. I can do both in about 2 hours.
 
Okay. Played the last turn. (Don't know why I miscounted.) I moved the new settler onto the iron site. Move the new scout up to find JC because the other scout found Asoka up where I had expected to find JC. Moved the warriors into barb city region. It's defended by two warriors.

Edit: the last turn log if any one gives a hoot:

Turn 69 (1240 BC)
Moscow finishes: Scout

Turn 70 (1200 BC)
Moscow begins: Warrior
Scout promoted: Woodsman I
 
:eek: didn't noticed you played 2 turns less ... :crazyeye: ... distracted by the imagination of possible pictures on the remaining 4 faces ...

rex said:
Just a thought, guys. What if this is a "binding of Isaac" sort of test RNGod has put before us? He first gave us an assignment that was impossible. What if his punnishment is equally impossible? Maybe we should hold off on writing. That way, if mucco's luck is as bad as mine and he rolls a 1, we can't gift a city because we can't open a trade screen?
Are you sure writing is required to gift a city? Can be easily tested by opening up a dialog with JC or Asoka, and see if cities are redded out.

omni_paul said:
Question: As we've decided we can't appease the RNGod, could mucco consider preparing for the worst punishment wise? Eg: pump out a settler and found, say, light blue in case we have to gift it?
Possibly, thought of it as well. But it may backfired and we roll a harmless Cuban Isolationist as punishment, we end up with a crappy city. To minize the risk, we can just check each AI out to see if all our current cities are redded out. If they are, we have no fear of mucco rolling a 1 for punishment :mischief:

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didn't noticed you played 2 turns less

I didn't have two extras. That turn 69 in the above log was just a "hit enter" turn. Not sure why the "Moscow finishes scout" line appeared, but I already had that scout when I finished last night.

Are you sure writing is required to gift a city?

Still can't even open the trade screen. We're still looking at "let's discuss something else", "what do you think of...", and "farewell". Can't gift a city without opening the trade screen.
 
rex_tyranus said:
Still can't even open the trade screen. We're still looking at "let's discuss something else", "what do you think of...", and "farewell". Can't gift a city without opening the trade screen.
Ok, I see. That means writing is indeed needed .... heh, then holding off writing might be a good call ... ;)
 
I'm off to a concert tonight and will be at a friends house tonight and tomorrow morning. I won't be able to play untill tomorrow night, so if you guys think that is too long, feel free to swap me with the next person :)

Looks interesting guys. I'd say claim the 2 iron as fast as possible (we don't want an early war with praetorians knocking on our doors). So if I would play I'd build 2 settlers while focussing production on units in St. Petersburg to accompany them. We need to claim some land!

I'll check in when I can.
 
Can I propose the destruction of the barb city? I hate its position, it's one tile away from the coast, misses several tiles and uses up one "precious" plains tile. Can I destroy it (if I have the time, of course) and settle one tile east, on the coastal desert tile? Please! I hate that city :mad:! I'm aware of the fact that its position was drawn by our worshipped RNGod, but barb cities are there to be annoying, they are supposed to be a test for our faith in the RNGod :worship:. I think their purpose is to be razed in sacrifice of the true God :jesus:. So, what do you think?
 
I think their purpose is to be razed in sacrifice of the true God . So, what do you think?

Well said. Let the eradication begin! If RNGod wanted us to suffer barbarians he'd have given them diplomacy screens so they can learn the ways of RNG and kinky dice!

Oh, and 1 tile away from the coast cities blow.
 
Since I'm here, I'll make a short summary of my first 9 turns into the game.
JC converts. To Buddhism. Dang!
I found another barb city north, and it's another one badly placed:

It seems a good position, since it has 2 gold mines (!), but look closer: it doesn't have enough food to support them! So it's a wasted city. Even if the grasslands were farmed, running the 2 gold mines would mean stopping growth forever!

I put some signals, to act like a dotmap. In fact, I dotmapped with signals the entire continent :hammer2: I'm a dotmap fanatic, unfortunately you'll have to stand me until the expansion stops. The southern city grabs one gold, wine, and much grassland yum yum. The northern city grabs corn, deer, gold and ivory! A great city there, but asoka could settle it anytime. So I have a question: I'm producing a settler in petersburg. Should it go to the northern or southern location? I like the aggressive move, but there's the concrete risk of losing the city or the settler to barbs. However, if we manage to keep the city, we'll have a great territory advantage over asoka. Of course, the maintenance will be very high at the beginning, but just consider the edge we could gain in the long run! What do you think?

P.S. I have really "signalmapped" the whole map, I think I am completely nuts sometimes :lol: now I WANT you to tell me what you think about it! And yes, the whole tundra/ice region is mapped, too. I'll post a screen when I finish my turn, tomorrow afternoon (now 11 PM here).
 
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