GreyFox
Make it so ...
Is He? I mean exactly on the site where we want that city ....omni_paul said:ha... that makes production town all the more productive. the Random Lord obviously intends us to settle there next!

-
Is He? I mean exactly on the site where we want that city ....omni_paul said:ha... that makes production town all the more productive. the Random Lord obviously intends us to settle there next!

GreyFox said:Is He? I mean exactly on the site where we want that city ....
-

, a city settled directly on the iron at a plains tile gives 1 extra
. I think not much lost if we settled on the iron (as originally intended), plus we get immediate access to iron.

Kikinit said:Lurker's smart ass comment:
You should put a number on each of the chosen future cities and toss a dice.![]()
Or ... some censored positions .... 

.
1W, but didn't like the wasted tile. These things are always up for debate!
?
however, please play the last turn, if you missed one.
didn't noticed you played 2 turns less ...
... distracted by the imagination of possible pictures on the remaining 4 faces ...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.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?
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 punishmentomni_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?

didn't noticed you played 2 turns less
Are you sure writing is required to gift a city?
Ok, I see. That means writing is indeed needed .... heh, then holding off writing might be a good call ...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.


! 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
. I think their purpose is to be razed in sacrifice of the true God
. So, what do you think?I think their purpose is to be razed in sacrifice of the true God . So, what do you think?

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?
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).