That was not a smart move by Imperio, was it? Let's hope PAL realises they're planning to attack Templars and stops helping them out.
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Turnplayer Thread No. 5
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It's strange that the hapiness penalty was applied before the tile yields were. Looks like the city became unhappy and the game decided that the farmer working the rice became the unhappy person and hence we didn't grow on the interturn.
As Swiss said in the conscription thread, if we put two oromos into Pink Dot this turn then that's 2 extra happy and we can set to growth again. The oromos can move out when the forge is constructed as that's also 2 extra happiness (gems+gold).
I think we should stay at 0% science for 2 more turns until the confucian monastery finishes at A1 and then crank up the slider.
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Originally posted by Kodii View PostImperio is keeping with their word. Rabbits on the otherhand... I think we should cancel our gift.Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
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Ummm.... we have four hours left to play our turn, and it's the middle of the night in the eastern US. I'm heading off to bed now, so if no one hears from sunrise in the next few hours, we really need to have one of our European members (sooooo?) log in and play the turn.
In the future, we really want to avoid cutting things so closely on the timer. Been playing a little fast and loose with it the last few turns.
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Originally posted by Sullla View PostUmmm.... we have four hours left to play our turn, and it's the middle of the night in the eastern US. I'm heading off to bed now, so if no one hears from sunrise in the next few hours, we really need to have one of our European members (sooooo?) log in and play the turn.
In the future, we really want to avoid cutting things so closely on the timer. Been playing a little fast and loose with it the last few turns.
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Originally posted by Sullla View PostBeen playing a little fast and loose with it the last few turns.
This post brought to you by the Language Idioms department.
Originally posted by soooooA taster picture for you all, which I found amusing for multiple reasons:
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I was particularly amused by the two mines that templars had built on the southern coast that no city can work, while they have many unimproved tiles around their capital and a shocking road network.
Jerusalem has one improved food resource, the grass cows which is +2 food surplus, and no farms. However, they have built 5 grass mines and a plains cottage at Jerusalem, for a total of -6 food surplus. All of the other tiles are food-neutral. There's no way they can work the tiles they've improved. All the while they've refused to resarch calendar and plantation those sugar tiles which would at least let them work the mines they dug.
And there's the city raider axeman, the trebuchet ...Last edited by sooooo; June 28, 2009, 11:25.
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Great work, Swiss and sooooo.That Jerusalem garrison is trash, and along with what we can see in Constantinople, we now have visibility on ~100k of their 120k Soldier points. There are no more Templar stacks out in the fog to worry about.
sooooo, your description of the tile management at Jerusalem is one of the funniest Civ-related paragraphs I can recall reading. Hey, at least they improved some of the hills for our future coastal city!
I should have time to run the Soldier count numbers on Imperio tonight. With their uber stack containing 177k worth of military, that should be just about all of their units (outside of garrisons). I'll be able to confirm/deny that when I run the full numbers.
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