General Turn Discussion

ooh - I like "Coud & Fog" for City #4 (labeled #6) also. :yup:
 
Personally I'm happy with most names, so lomng as we don't double up on abbreviations (IS, CK, JD)
 
I have big hands :P haha j/k.

i was saying the letters are similar enough that if reading quickly you could mix it up.
 
Civ4ScreenShot0092-1.jpg


:(
 
Let Barentz kill him...that's another 2 XP if we attack the barb on the jungle, so we would only be 1 XP away from level 4.

Or let the axe from CK get to the city to defend it? We aren't sure that the barb warrior will even move into our culture...but if Barentz goes over there, and the barb runs away we can cacth him easily and scout out the horse...hmm, decisions, decisions...
 
yeah the axe can make it before the barb attacks....but...the axe can't kill the barb, and thus potentially our worker has to stop what he is doing. that isn't worth it imo, thus barentz has to move on the defensive W W or W SW
 
I know it sounds wierd but: barb archers, while attacking over a river, could damage Barentz to the extent that he can't attack the barb warrior on a forest and have great odds (95%+) of winning, meaning that we have to defend both JD and the worker with both axes in the worst case scenario. OTOH, we can attack the barb warrior and not lose much health (decent odds of not having to heal for more than 1 turn in our borders).
 
Thinking about it, are we sure there are barb archers around yet? If there aren't then SW SW means that we may hopefully stumble into a barb warrior there...
 
Archers will only be around once someone has researched archery, right? Or when someone reaches the next age :hmm:
 
Some research in old SGOTM threads suggests the barbs only start learning techs once someone has researched them.
 
Some research in old SGOTM threads suggests the barbs only start learning techs once someone has researched them.

Barbs get "free" beakers every turn for every tech known by any/every civ.

That was a fun SG if I remember right...:D
 
A comment on the "exploit": reloading it now requires us to reload to last turn, let MS play and immediately chose the option for the event. Then we have to replay all of the turns and get back to where we are now to make sure it worked; total loss of at least 2 days, more likely 3 or more. In the future whenever an event occured, we would have to let the turnplayer decide, and reloads wouldn't be allowed because the events with chances can occur; reload on those and you have more infomation about the RNG, so they would have to either choose the same option again (no need of a reload) or gain an advantage (ie, they would know if the risky move worked or not).

We also, as Memphus said in the thread, would not be able to police it at all without having a game mod play along to make sure no teams just ignored the bad events and made them disappear.

So, we can't reload, and all teams would be forced to let their turnplayer decide on the correct course to take for any events that occured at the end of a turn, and we can't police the issue easily as the admins won;t have the time to keep up, they have lives as well. Do we actually have any reason to not just decide that any team can just make the events disappear? Any good events that we would want to keep we could let the turn player decide, because there is no downside, it's pure bonus.
 
Just one general comment on the scouting strategy.
Would it not make sense to follow the rivers down their flow direction?
This way, we do not run into any dead ends and the chances are high, that on a balanced map other civs start out at rivers as well? It also has a nice authentical touch.
Just an idea.

mh
 
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