August 25, 2003, 20:06
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#31
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Deity
Local Time: 01:46
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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I just don't want the game stopped in the middle again.
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August 25, 2003, 20:52
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#32
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Deity
Local Time: 19:46
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Never fear, Ghengis. The problem in game 1 was the number of civs poll result - 24. We now have only 15 in total, so we will be FAR better off.
Personally, it is exactly a challenge that we want for this game. The start is interesting, and the initial settler placement is going to prove challenging. But we can build the Colossus right away, if we want. There's a potential bonus there, seeing as there would be no corruption (well, 4%) and loads of trade heavy coast tiles. We just need to get the food and shields for it!
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August 25, 2003, 21:16
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#33
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Deity
Local Time: 00:46
Local Date: November 2, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,675
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Yes, it will be intersting to see if we move from that start spot or not. I'm dying to see what our scout would show us.
If the land wraps around (as in if that is a small lake we are on) then that start spot might not be so bad...
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August 25, 2003, 23:08
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#34
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Deity
Local Time: 01:46
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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If we found the city on that spot, surely the AI will move to found theirs. I don't think they will found their capital with only one tile between it and another capital.
Wasn't the Aztec capital founded on a lake?
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August 25, 2003, 23:45
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#35
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Deity
Local Time: 19:46
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Quote:
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Originally posted by GhengisFarb
If we found the city on that spot, surely the AI will move to found theirs. I don't think they will found their capital with only one tile between it and another capital.
Wasn't the Aztec capital founded on a lake?
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Good point - the AI only founds cities that are at least two tiles away from the closest opponent culture radius.
IRL, Tenochtitlan was founded on a lake alright, and Mexico City is smack on top of the swamp around the lake, hence parts of it are sinking. Although, the Aztecs relied on tribute from beaten neighbours to keep their Empire functioning, so that's what we need to do - enslave some local populace or two...
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August 25, 2003, 23:48
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#36
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Deity
Local Time: 01:46
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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Sounds like a plan.
Adapt and Overcome.
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August 26, 2003, 03:13
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#37
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Emperor
Local Time: 08:46
Local Date: November 2, 2010
Join Date: Feb 2002
Location: EMPEROR of Cats
Posts: 3,229
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Quote:
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Originally posted by GhengisFarb
you could simply state that not all the civs are this close. That's all I wanted to hear.
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(hoping to end this)
Not all the civs are this close.
-- BFM
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August 26, 2003, 10:38
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#38
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Prince
Local Time: 02:46
Local Date: November 2, 2010
Join Date: May 2001
Location: of Bananas
Posts: 998
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I don't know if this has been established or not, but I'd certainly vote that we either settle where we are, or move TWO squares, not one, as that shield resource will be vital.
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August 26, 2003, 11:34
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#39
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Emperor
Local Time: 23:46
Local Date: November 1, 2010
Join Date: Jun 2002
Location: California
Posts: 5,245
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Quote:
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Originally posted by GhengisFarb
I brought it up because it was a concern and I hoped for an assurance that all of the civs were not jammed within contact of one another like last time as they took a huge element of the game away. It was as issue brought up and I don't like the idea of playing this game for a month only to find we're going to end in the exact same situation.
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Then don't play. I, for one, would applaud such a decision on your part. I doubt I'm the only one...
--Togas
__________________
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August 26, 2003, 13:52
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#40
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Deity
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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Quote:
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Originally posted by Epistax
I don't know if this has been established or not, but I'd certainly vote that we either settle where we are, or move TWO squares, not one, as that shield resource will be vital.
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You get the shield resource anyway. Shield bonuses on a tile stay when you build a city there.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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August 26, 2003, 15:37
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#41
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Emperor
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Detroit
Posts: 4,551
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Looks good. I like it.
__________________
Try peace first. If that does not work, then killing them is often a good solution. :evil:
As long as I could figure a way to hump myself, I would be OK with that
--Con
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August 26, 2003, 15:47
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#42
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Deity
Local Time: 01:46
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by BigFurryMonster
(hoping to end this)
Not all the civs are this close.
-- BFM
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All I wanted to know, at least your somewhat more mature about this than Togas.
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August 26, 2003, 17:02
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#43
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Emperor
Local Time: 02:46
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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I didn't see any "sea" tiles in this inland lake, just coast tiles.
This means it's a large fresh water lake, so no Colossus, but food really won't be an issue as far as growth.
Quote:
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Originally posted by MrWhereItsAt
Never fear, Ghengis. The problem in game 1 was the number of civs poll result - 24. We now have only 15 in total, so we will be FAR better off.
Personally, it is exactly a challenge that we want for this game. The start is interesting, and the initial settler placement is going to prove challenging. But we can build the Colossus right away, if we want. There's a potential bonus there, seeing as there would be no corruption (well, 4%) and loads of trade heavy coast tiles. We just need to get the food and shields for it!
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__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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August 26, 2003, 17:03
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#44
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Emperor
Local Time: 02:46
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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I think the AI is pre-programmed to settle their capital in whatever tile their settler happens to be on unless it's starts in a tile where founding cities is out right illegal. (Mountains)
Quote:
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Originally posted by GhengisFarb
If we found the city on that spot, surely the AI will move to found theirs. I don't think they will found their capital with only one tile between it and another capital.
Wasn't the Aztec capital founded on a lake?
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__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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August 26, 2003, 17:06
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#45
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Emperor
Local Time: 02:46
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
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As far as I can tell:
Building city in shielded grassland = 3/1/1
Building city in unshielded grassland = 3/1/1
Quote:
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Originally posted by skywalker
You get the shield resource anyway. Shield bonuses on a tile stay when you build a city there.
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__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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August 26, 2003, 17:46
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#46
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Deity
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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I've always gotten the bonus.
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[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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August 26, 2003, 18:30
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#47
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Emperor
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Queens University, Kingston, Ontario
Posts: 3,183
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ok, you keep the bonus when you settle on a shielded tile but you gain a shield when you settle on a non-shielded tile.
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August 26, 2003, 20:11
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#48
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Deity
Local Time: 01:46
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by Panzer32
ok, you keep the bonus when you settle on a shielded tile but you gain a shield when you settle on a non-shielded tile.
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Are there only three people in this DemoGame that have figured that out? Me thinks skywalker needs to get off his Banana Plantation a bit more often........
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August 26, 2003, 23:27
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#49
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Emperor
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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I suggest waiting for C3C to come out before starting the next SPDG.
There will be very little interest in this game once expansion arrives. I was planning to lurk here because I've never participated in a SPDG, but I just know this one is not going to last. But hey, if you guys are up for it, do not let me stop you.
Dominae
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August 27, 2003, 03:50
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#50
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Emperor
Local Time: 08:46
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Join Date: Feb 2002
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Posts: 3,229
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It'll be quite some time until enough people have bought C3C, and Firaxis has fixed the first bugs.
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August 27, 2003, 05:49
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#51
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Warlord
Local Time: 09:46
Local Date: November 2, 2010
Join Date: Nov 2001
Location: in a bush near You.
Posts: 192
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Quote:
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Originally posted by Panzer32
ok, you keep the bonus when you settle on a shielded tile but you gain a shield when you settle on a non-shielded tile.
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And in some governments (or is it after certain size) you get the extra shield in the city square when built on the shielded title. I just cannot remember how it went. There was a thread about it somewhere, just cannot find it.
But to make the comparison a bit harder we should take into account the fact that once our capital grows, we'll be able to work more titles if we move 1 W.
(I tried to calculate the production/turn for the two sites but got myself ever so confused )
I would have make a fancy comparison table of the two sites... If I just knew how
To briefly summarize the production/turn when all tiles are improved we get for this site 1+2+1+2+1=7(8 if the wheat is bonus)
1 W would produce 1+6x1+2+1=10 (11 if the wheat is bonus + additional 1 shield for each hidden grassland being bonus)
So in the long term it seems it is better to move.
And as last but not least we are not industrious. It takes some time to build up the improvements that would bring in the shields.
To conclude this I still say move 1 tile West.
__________________
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August 27, 2003, 08:59
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#52
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Deity
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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Quote:
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Originally posted by GhengisFarb
Are there only three people in this DemoGame that have figured that out? Me thinks skywalker needs to get off his Banana Plantation a bit more often........
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No, a city over a shield bonus produces TWO shields. However, I didn't realize that this didn't happen in some governments.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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August 27, 2003, 09:39
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#53
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Emperor
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Queens University, Kingston, Ontario
Posts: 3,183
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IIRC one of those governments that you do not get the bonus is despotism so then it would be bad for starting? Anyways go ahead do whatever... probably does not matter a huge amount in the long run.
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Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
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August 27, 2003, 10:17
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#54
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Prince
Local Time: 02:46
Local Date: November 2, 2010
Join Date: May 2001
Location: of Bananas
Posts: 998
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If we settle on the shielded square (worst case) we'd only have that one shield, and whatever the wheat provides (plus forest, which bunks growth).
Discuss.
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August 27, 2003, 10:25
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#55
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Emperor
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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Move the Scout, then decide what to do with the Settler.
If you found the city on the Bonus Grassland, you will not get the benefit of that extra Shield, at least during the period of the game where it matters most.
Dominae
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And her eyes have all the seeming of a demon's that is dreaming...
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August 27, 2003, 11:31
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#56
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Emperor
Local Time: 02:46
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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Desoptism isn't the only period in which it's best to found on the grassland without shield:
During the GA, you get +1 shield in every tile already producing at least one already so having the shields spread out is beneficial.
Also should there be an Iron Works, it also produces +1 shield in every tile already producing at least one already. (Not an issue in this area)
__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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August 27, 2003, 12:04
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#57
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Deity
Local Time: 01:46
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by BigFurryMonster
It'll be quite some time until enough people have bought C3C, and Firaxis has fixed the first bugs.
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Besides interest has already dwindled. Waiting will just cause more dwindling. We must halt the dwindling or we will dwindle into an ever dwindling spiral of dwindling doom!
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August 27, 2003, 19:04
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#58
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Deity
Local Time: 03:46
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Join Date: Feb 2001
Posts: 21,822
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Quote:
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Originally posted by joncnunn
Desoptism isn't the only period in which it's best to found on the grassland without shield:
During the GA, you get +1 shield in every tile already producing at least one already so having the shields spread out is beneficial.
Also should there be an Iron Works, it also produces +1 shield in every tile already producing at least one already. (Not an issue in this area)
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Iron works just doubles total shield production.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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August 28, 2003, 01:28
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#59
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Warlord
Local Time: 09:46
Local Date: November 2, 2010
Join Date: Nov 2001
Location: in a bush near You.
Posts: 192
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This just in from the strategy forum:
If we settle on the shield grass we'll get the production bonus in our city square when city size reaches 7 and we must be out of despotism.
So unless there are more shielded grasslands hiding under the fog I think we should build our city right here.
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August 28, 2003, 19:58
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#60
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King
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Build the scity at the start position. With the border expansion you will have good food production (Wheat and Fish) your priority will be maximizing shield production.
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