Turn 106
Judaism, no idea really, maybe this guy who is bordering Whosit:

Based on color it will be dtay, Joey or Molach. So do we offer OBs to whoever that is and try to scout forward or do we head south/southeast after we have made contact? I'm not 100 % sure about trade route mechanics and whether that someone could get routes to us via CH's land. We have enough intercontinental routes for ourselves at the moment.
Actually, our Woody II scout is in fog-busting duties on our continent, where would you like it to be (it can move away it couple of turns)?
In north...

.. I think our galley will head NE and our scout pretty much directly north. Pindicator has now a settler under the chariot.
yeah, I like the plan. I guess it will be inevitable that either Cyneheard or pindicator will settle that coast. And there is no way we can block the tile E of rice with our culture. Moai will be completed soon and I hope that it will provide us enough culture to keep that fish still for a good while.
It seems Azza gave Mardoc a heavy blow:

Azza possibly lost some units as well, but soldier points from HBR maybe made the change net positive? I hope Mardoc comes quickly for a revenge, those fights went otherwise too well for Azza! We want to see both of them losing units!
Domestically we completed 2 workers, a settler and a lighthouse. I'm not anymore keeping our sandbox updated although I'm still following roughly my latest micro plan, which reaches almost to the start of our GA. This obviously might drop the quality of our micro, but I try to compensate by staring at our cities and workers (16 at the end of the turn) until my worse half protests too loud..
Very roughly:
T107: save gold
T108-110: Civil Service
T111: save gold (and maybe grab the last beakers of CS)
T112 (GA Starts): Polytheism
T113: save gold (finish Mono with overflow)
T114-117: save gold
T118: Monarchy (academy in place)
T119 (last turn of GA): ....
So we basically get to collect gold for 4 turns during the GA and if we assume a 50 % break-even, we will burn 1 turn worth of savings to get Monarchy. Probably our slider break-even rate will be higher in GA though and we will have enough gold for 4 turns of max research even after Monarchy, which is not enough for Guilds, but could get us MC+Construction+most of Feudalism.
Possible reasons for not saving gold:
- We want meditation+priesthood as well (we would get a pre-req bonus for Monarchy so this could be a sensible time to enable monasteries and temples). This requires running one turn of break-even research instead of saving gold.
- We want our own religion and grab theology. We should be able to get it with 2 turns of full research so I think we would be barely able to squeeze Poly+Mono+Monarchy+Theology before EOT118 and revolt into Christianity + civics during T119. I can't see a practical way of building a shrine so probably we are happy with Buddhism/Hinduism though..
- Construction for immediate militaristic needs
- MC for forges (probably after the GA is soon enough and we use our hammers for SAs and HAs?)
(July 22nd, 2014, 16:29)Old Harry Wrote: Do we know who founded Judaism? Its likely to be Whosit's neighbour to the north or east... I'm loving the amount of map revealed each time Scout moves - but can we have resource bubbles on for the next shot please!
Judaism, no idea really, maybe this guy who is bordering Whosit:
Based on color it will be dtay, Joey or Molach. So do we offer OBs to whoever that is and try to scout forward or do we head south/southeast after we have made contact? I'm not 100 % sure about trade route mechanics and whether that someone could get routes to us via CH's land. We have enough intercontinental routes for ourselves at the moment.
Quote:Which direction is our Woody II scout going?
Actually, our Woody II scout is in fog-busting duties on our continent, where would you like it to be (it can move away it couple of turns)?
In north...
.. I think our galley will head NE and our scout pretty much directly north. Pindicator has now a settler under the chariot.
Quote:What do we think Cynheard's scout sitting by our fish indicates? I'm concerned that it's preparing for a city plant. If he does I think we need to let it slide until he's built the infrastructure to build the culture to take the fish, then we burn it from the fog with Amphibious knights. Then see if he wants to try again

It seems Azza gave Mardoc a heavy blow:
Azza possibly lost some units as well, but soldier points from HBR maybe made the change net positive? I hope Mardoc comes quickly for a revenge, those fights went otherwise too well for Azza! We want to see both of them losing units!

Domestically we completed 2 workers, a settler and a lighthouse. I'm not anymore keeping our sandbox updated although I'm still following roughly my latest micro plan, which reaches almost to the start of our GA. This obviously might drop the quality of our micro, but I try to compensate by staring at our cities and workers (16 at the end of the turn) until my worse half protests too loud..
Quote:In the run up to the great scientist building the academy for Alfie how much cash can we build up? Enough to burn all the way through to Guilds? We need OR and HR by the end of the GA, but are any other techs vital?
Very roughly:
T107: save gold
T108-110: Civil Service
T111: save gold (and maybe grab the last beakers of CS)
T112 (GA Starts): Polytheism
T113: save gold (finish Mono with overflow)
T114-117: save gold
T118: Monarchy (academy in place)
T119 (last turn of GA): ....
So we basically get to collect gold for 4 turns during the GA and if we assume a 50 % break-even, we will burn 1 turn worth of savings to get Monarchy. Probably our slider break-even rate will be higher in GA though and we will have enough gold for 4 turns of max research even after Monarchy, which is not enough for Guilds, but could get us MC+Construction+most of Feudalism.
Possible reasons for not saving gold:
- We want meditation+priesthood as well (we would get a pre-req bonus for Monarchy so this could be a sensible time to enable monasteries and temples). This requires running one turn of break-even research instead of saving gold.
- We want our own religion and grab theology. We should be able to get it with 2 turns of full research so I think we would be barely able to squeeze Poly+Mono+Monarchy+Theology before EOT118 and revolt into Christianity + civics during T119. I can't see a practical way of building a shrine so probably we are happy with Buddhism/Hinduism though..
- Construction for immediate militaristic needs
- MC for forges (probably after the GA is soon enough and we use our hammers for SAs and HAs?)