Turn 1-50

I might sound like a broken record on this, but we do need an official rule on how we will make decisions and break ties. This team is strong because of all the individuals giving input, playing test saves, and sharing knowledge of what works. However, this has delayed us a couple times already (leader choice, cap location). Other teams might view us as responsible for the delays in the rules discussion, so they may already see a pattern forming.
 
I might sound like a broken record on this, but we do need an official rule on how we will make decisions and break ties. This team is strong because of all the individuals giving input, playing test saves, and sharing knowledge of what works. However, this has delayed us a couple times already (leader choice, cap location). Other teams might view us as responsible for the delays in the rules discussion, so they may already see a pattern forming.

I think Sommerswerd's proposal is very good. Let the captains/turn-player be the tie-breaker if needed in that department, and the diplomat be the tie-breaker in diplomatic issues that need a tie-break.

Edit: And I agree we need to get a consensus on this asap. I would hate it if we lose diplomatic foothold because the other teams think we delay the game progress.

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Settled Indira. May she be ever growing and never fading. :)
Working floodplain.
Building Fast Worker in 12.
Teching Agriculture in 10.
Ended the turn. There were more than 70 hours on the clock and many team not finished anyway.


Uploaded to our dropbox the sceenies for demo-hacking, but could not managed to make them show in TheFastWorker if they are not in the turn folder. Maybe they belong there anyway, but I saw there is separate folder for demo-hacking and I put them there.
 
Our next turns should be pretty simple. We just need to figure out how we want to move our warrior. I am thinking NE next turn, then circling back North of the capital to see if we can find any good city spots up there for city #2. It would be good if our second city can help grow some of our cap's cottages.
 
Is someone doing turn reports in the State of the Empire thread?

Screenshots etc in one place would make it easier to discuss the coming turns.
 
I think the FastWorker app is supposed to help with this, but I'm not sure if it's fully operational yet?

I went back to the screenshots from posts #12 & #16 of this thread that showed the terrain revealed by the warrior's first move SW (from before the re-load). I have not yet seen what was revealed when we settled the Capital.
 
Thanks Inao for confirming this. It looks like everyone has claimed their civ, and we are now on the next turn!

Just went on CivStats and noticed we're on the next turn. Thought I'd post it in our subforum, too.

Any other thoughts on our warrior move? This should be the only decision we need to make on this turn.
 
Is someone doing turn reports in the State of the Empire thread?

Screenshots etc in one place would make it easier to discuss the coming turns.

I can do demographics screenshots for now, as long as it's a rotating role that several people will do. :) I can also do turn reports, but it is easier if the turnplayer does this. With the current demo-screenshots you guys get a kind of semi-turn report though, as the screenshots are showing the changes from turn to turn if I continue to do them in the way I am doing now. :)
 
counterclockwise scouting with the warrior around our capital to arrive in the south near the wheat where we might want to place our 2nd city seems like a pretty strong plan for the warrior.

So NE warrior move sounds good to me.
 
I recommend SE next, then NE NE along that ridgeline to reveal more terrain.
 
I think we would need to go SE-E-NE-NE (3699) to follow the ridgeline. If we go SE next, then NE, we end up on flat plains.

Now that you mention it, though, I do prefer 3699 over going NE next, as that will reveal more surrounding terrain before we circle back around counterclockwise.

Do we really want the second city by the wheat? It will be a strong city, but the tundra makes me think this area is in our backlines, and a city here can probably wait a bit. If we can't find anything good in the north for a city that can grow the Cap's cottages, then sure, but I think our priority for city #2 should be in the north.
 
I like the 3699 plan as well. Revealing land to the north is probably more valuable for us than looking at land in the south. We're unlikely to find much else that's interesting down there if we're already running into tundra.
 
Oh you are right, what I meant was SE, E, NE, NE. I was just shooting from the hip there instead of reviewing the map before posting. :blush:
 
With a custom map, we can't be positive the tundra is an indicator of polar regions. And with toroidal wrap on custom, it's entirely possible that more good lands are just beyond a tundra or desert section. But equally possible that it's the edge of a vast wasteland.

Before we lock in a pattern, is there any value to going S first, then loop around as discussed? The hill S will reveal what's on the other side of the wheat, and tell us whether we should concentrate settling in a different direction before we've taken the time to send the warrior down the western side all the way.
 
Cav or Caledorn, can you play our turn as I am away from civ-capable pc for some good 24 hours still.
 
We're last to end turn. Scouting moves aren't too critical at this point, so if anyone can log in and move the warrior and end turn, that would be great. 3699 gives us our next couple moves, so maybe that's the way to go just to speed things up.
 
Cav or Caledorn, can you play our turn as I am away from civ-capable pc for some good 24 hours still.

I'll do it.

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That spot off to the east looks very nice. I can't wait for the next turn to see what else might be over there. I'm wondering if it will make sense to settle a city for the floodplains and deer, or if we'll want to stretch a little further to get the wet corn. Of course we still have a lot of turns to explore. We may find the promised land nearby in another direction.
 
Agreed, our surrounding land is looking very nice, with lots of options for future cities. We should continue on the scouting path for now, but it looks like 99 will put us on FP. Anyone know how long we should be safe from animals/barbs?
 
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