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Mountain Sage
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OK, let's start from the beginning.
A city has 8 adjacent tiles, right?
What's the number of the tile N of the city, and of the other tiles, clockwise?
If the tile N is No. 1 (and the E one No. 3 etc.), the City of Snakes should be 8,8,8,8, but since you stated that its 7,7,7,7, I have a problem of understanding.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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****, I totally missed MS's idea (concentrating on hating my gf's mouse, which I've now replaced with my old mouse from my comp - and now things WORK again )!
My bad. Expanding the ring could have been possible, but now we've built 2 of the cities already. Plus, in my experience, full 5-tile (city-tile-tile-tile-tile-city) spacing is wasteful, since many quality tiles remain unworked until hospitals. Plus, tighter spacing often opens up tiles that otherwise would not be useable until a culture expansion, and we're not religious (nor scientific), so getting said culture expansion requires a brutal 60-80 shield investment.
In the MP world, we're using "loose" spacing.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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As noted in the last turn thread, we have to change two of our city locations:
The city planned for Izz 366 should be built at Izz 666.
The other coastal city, then, may move to Izzardia 33336. I'm not sure. Thoughts, anyone?
Nevermind that, 33336 would waste a bonus grass tile. 33332 it is.
The only other question I'm pondering now would be if we want to put Burundy at 3666 instead of 666. It comes out of the ring (5.5 instead of 4.5), but it will have more food tiles to work with. My though is that if we stick with the 666 site, the two grasslands useable by that city (only opened up by building the 33332 city)can be irrigated and then the city can use 4 mined hills at size 6 (once we're a republic). 12 shields from the hills, 1 from the city tile, and 1 from the bonus grass = 14 shields/turn, minus waste (2-3 shields, I'd bet). The problem is the time required to mine/road all those hills, and we will probably have to pump workers into it from Izz to get it to size 6 in a reasonable time span. Hmm.
-Arrian
Last edited by Arrian on 29-10-2003 at 20:45
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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Yeah, we're doing a 4/4.5 ring and Python is doing rings at 3 and 6.
That's what happens when I'm one of the leaders, Theseus - wide spacing Given the nature of this game (Monkey tree policy, general sillyness all 'round), I think we'll be fine.
One thing I've basically banked on is the rapport I have with Sir Ralph, who is acting as Python ambassador to us. Despite what he said in the Strat forum PBEM thread about his diplomacy skills, we seem to get on just fine. I think both of us must be horrible at it, and so we synch up nicely. All I know is that relations with Python seem great. Of course, if this was a more serious game, and I'm SR, I'd swordsman rush us. Perhaps they will. If that happens, we're dead, end of story. We have no iron, and we're the English. We have little choice but to be nice peaceful trader types for a long while yet, and hope our neighbors play along. 
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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Time to dust off this thread.
My thoughts on our next several cities:
1) Badcrumble, built 744 of Swindon this turn.
2) "West Plymouth" ? or maybe just Plymouth (so our mariners can leave from Plymouth and land at Plymouth and say "We've gone 'round in circles, lads, back on the boats!") built at Ciao 4441 with the settler coming out of Izz this turn.
3) Swindon 44444.
4) Badcrumble 112 (interior hill site, but I figure this city can reach size 6, working 3 irrigated grass, 1 hill and 2 mountains, for 12spt... hopefully can make 10spt net with CH and FP in Swindon).
5) Corinth 1112 (aka Mandril)
6) Corinth 44444.
7) Mandril 774*
8) Mandril 112 (call this Cow River for now)
9) Mandril 1444
10) Cow River 4411.
11) Cow River 744444
Plus 4 more cities down in that penninsula, and maybe a 5th at Mandril 74444 (coastal hill, surrounded by mountains). Possibly one more in the northwest, depending on where Python wants the border.
So call that 16 more cities. We have 10 now. Total of 26. The OCN on these settings is 16, plus 25% for our commercial trait = 20. But the FP presents us with a whole new set of cities. So 26 will be well under the OCN. We ought to have a very efficient empire.
We're going to need an HUGE number of workers to develop it, though. I wonder...
Was worker trading discussed as a potential exploit? Like as in us sending workers to Python, which would work as fast as our normal workers but cost them nothing in upkeep? If that's not an exploit, I could see sending them 3 workers and asking that 2 be used for us, and 1 they get to keep and use as they wish. Or maybe 4, with 3 for us and 1 for them.
* - This is where I figure the Palace should go to. It may be a serious PitA to get it there (requiring that we build down most of our core cities so they're low in pop, and of course we would need to boost the jump city... some serious jungle clearing/irrigating needs to go on down there).
-Arrian
Last edited by Arrian on 12-02-2004 at 22:22
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ducki
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Just curious, is there an updated map somewhere?(Hopefully Firebird isn't schitzing out on me.)
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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I had a look at the screenshot of our lands in the T124 thread.
Next city sites, IMO:
1) Corinth 441.
2) Cow River 4411 (Frisco 221)
3) Frisco 77 (set to scientist, set to harbor, and left that way for a long while).
4) Frisco 4411.
Thread now topped.
Comments/debate welcome.
-Arrian
Last edited by Arrian on 05-08-2004 at 19:29
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