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spacemanmf Wrote:Do you disappear later today?
I'm on vacation now. I'm online but I don't have civ access.
I have to run.
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Latest turn played and sent on. Picture update later today.
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Ok, a brief moment of respite in a fairly manic day, so time for plenty of pictures for the holidaying novice.
First up, our eastern explorer nears ad hoc's borders, where we lost our original exploring warrior.
For those who are good at spotting which buildings are in a city, here is a close-up of Pegasus's GP farm.
Normal view if you want it.
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This area is a hive of worker activity. Two workers mine the hills next to Gut Shot (about the only decent tiles they can improve at this stage, really), three workers hover around DMH - one is chopping out a settler, another is mining the hill and a third is roading towards the new city site. Finally, another worker is busy setting up a trail of farms by the river for Kojak.
Given the lack of improved tiles round here, I started a worker (which will be our 14th). Two scientists have now been hired, giving us a second great person in 14 turns, so T110. It will have a 44% chance of being a Great Engineer and a 56% chance of being a Great Scientist.
A couple more city shots for novice. Firstly, two workers chop out a granary in our newest city, Top Kicker. I didn't send any other workers round here so, rather than work an unimproved wheat after growing, I may well switch it to the gold temporarily, giving NFD a chance to grow faster.
And the brilliant Speed Limit continues to explode, with three workers frantically cottaging the life out of the floodplains. And TT's chariot came to have a good look.
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Excellent, Spaceman. Some input: - The axeman in the west should move NW-NE so we don't leave any coastal tiles fogged.
- Unless you microed DMH to grow this turn I suggest putting one turn into a spearman and start the settler at size 4.
- Did we whip a galley in sailboats? Let's ship the 4xp axeman north, and do a unit shuffle from DMH to NFD to Sailboats to replace the garrison.
- Said axeman should attack the roaming barb warrior amphibiously if possible to gain 2XP.
- The GP in Big Slick will be delayed by the GP in Pocket Bullets. Let's grow to size 6 on a market so we can work an engineer as well. Then finish the worker. Fire the scientists if that lets us grow to size 6 in one turn.
I have to run.
April 17th, 2011, 11:25
(This post was last modified: April 17th, 2011, 11:58 by spacemanmf.)
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novice Wrote:The axeman in the west should move NW-NE so we don't leave any coastal tiles fogged.
Yup, was my plan.
novice Wrote:Unless you microed DMH to grow this turn I suggest putting one turn into a spearman and start the settler at size 4.
I did not. Was thinking about that, but I don't take an invite from novice to build military twice.
novice Wrote:Did we whip a galley in sailboats? Let's ship the 4xp axeman north, and do a unit shuffle from DMH to NFD to Sailboats to replace the garrison.
Of course. Who could ignore the ginormous sign hovering above the city. :-) The unit shuffle I was thinking was spear to Big Slick, warrior to Sailboats. But we can move it to NFD since that is a more secure city, and move the NFD axe to Sailboats.
novice Wrote:Said axeman should attack the roaming barb warrior amphibiously if possible to gain 2XP.
Hadn't thought of that - nice plan!
novice Wrote:The GP in Big Slick will be delayed by the GP in Pocket Bullets. Let's grow to size 6 on a market so we can work an engineer as well. Then finish the worker. Fire the scientists if that lets us grow to size 6 in one turn.
Heh, of course. I might show my naivety here but how many specialists can we work? 'Cos I tried to hire two scientists and an engineer last turn but it would only let me hire two in total. We have no other developed tiles to work.
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spacemanmf Wrote:The unit shuffle I was thinking was spear to Big Slick, warrior to Sailboats. But we can move it to NFD since that is a more secure city, and move the NFD axe to Sailboats.
Actually I like the Big Slick shuffle. We need to make sure that the involved city can handle being ungarrisoned wrt happiness.
spacemanmf Wrote:Heh, of course. I might show my naivety here but how many specialists can we work? 'Cos I tried to hire two scientists and an engineer last turn but it would only let me hire two in total. We have no other developed tiles to work.
Click a worked tile to convert it to a citizen. You can then convert the citizen to an engineer.
If it helps us grow we can work the lake tiles or borrow a flood plains from Speed Limit.
I have to run.
April 17th, 2011, 12:36
(This post was last modified: April 18th, 2011, 00:56 by spacemanmf.)
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novice Wrote:Actually I like the Big Slick shuffle. We need to make sure that the involved city can handle being ungarrisoned wrt happiness.
Yeah, I was going to follow the revised plan since it was a mix of our ideas.
novice Wrote:Click a worked tile to convert it to a citizen. You can then convert the citizen to an engineer.
If it helps us grow we can work the lake tiles or borrow a flood plains from Speed Limit.
Seems stupid that you can add specialists one way to get so far but not further - anyway, thanks for the tip. (EDIT: I have done that before, just couldn't remember in the heat of the moment...)
There are no spare developed floodplains so it will have to be the two lakes.
Actually, I just loaded up the save again. Big Slick can only grow in one turn only if it steals a floodplain. On top of that, we have one turn's grace with a freshly built cottage near Speed Limit before it grows. Result!
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Ok, if we found Confucianism, do you want to send the missionary to our new (as yet unfounded) city, or send it to Ruff to pay him back for the Buddhist missionary, or something else?
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spacemanmf Wrote:Ok, if we found Confucianism, do you want to send the missionary to our new (as yet unfounded) city, or send it to Ruff to pay him back for the Buddhist missionary, or something else?
I dunno. Maybe send it to PB to enable another monastery?
I have to run.
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