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Return of the Horde: Temujin of Rome

A final note to add on to Dave's: you should fully fund him and not me next turn since he'll have an academy next turn while I won't. Turn after that when I have an academy we should probably check the numbers to see who is most efficient to fund (my suspicion is that it is still me since my capital has more and longer worked cottages and financial, but not to hard to check either).
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oledavy Wrote:Hey WK, I wrote you a quick note in game: If we get Nationalism sooner rather than later, you should chop Hermitage out in Kararorum B to culturally pressure elo hell.

Hermitage? Dunno if that'll be worthwhile. B only has high culture due to 2 artists, which I'd like to assign elsewhere. If we bomb it then Hermitage will be pointless. I can't really think of a better spot, but it's not exactly a urgent wonder to build.

oledavy Wrote:B can be surprise-attacked out the fog by knights, let's get a pike in there ASAP.

Will do, it's the next build out of that city.

oledavy Wrote:Shoot and I both already expressed interest in IMP settlers. On a related note: formation pikes. I know I could use some down the road and I'm sure Shoot could too. Formation Pikes out the gate are our big advantage from AGG, and they're decent counters to cuirassiers. Let's focus on getting as many out as possible.

I'll start building some from my military cities if they aren't busy with other stuff but I need Hindu in the city before they get 5xp out the gate. Only the cap and V fit that currently, and they're busy with other stuff right now.

oledavy Wrote:It's been awhile since it was mentioned, but after you're done with Shoot's stone, I need it (cancel on t139 I believe).

I'm sure you'll remind me again when the time comes. wink

oledavy Wrote:On that note, I still have your marble, though the deal can be cancelled at any time. If we were going to make a run at the Taj, you would be the one to do it by chopping all those forests to the south. If we micro'd well, I bet we could 1t it and beat Team #1 to the wonder. Just something to ponder.

Don't worry about marble, I can cancel that whenever. I do see the potential in a play for Taj since we have to use those forests somehow, although microing well isn't something I regularly do (I could make an exception for a wonder race though). It would need quite a lot of chops to be able to 1t in a new city, although I could switch to OR briefly and/or get a forge in there (somehow).

Shoot the Moon Wrote:A final note to add on to Dave's: you should fully fund him and not me next turn since he'll have an academy next turn while I won't. Turn after that when I have an academy we should probably check the numbers to see who is most efficient to fund (my suspicion is that it is still me since my capital has more and longer worked cottages and financial, but not to hard to check either).

Will do.
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This article from T-Hawk will probably help in deciding who needs to fund and who needs to research.
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Darkmantle Wrote:This article from T-Hawk will probably help in deciding who needs to fund and who needs to research.

Nice flashback rereading that article thumbsup. For us, however, there is a much easier way to determine it: have me run 100% science and Dave whatever % he could afford to run with any leftover gold from WK, total up our beaker counts, and then switch our roles and compare the two totals.
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I've played my turn, go ahead and hit enter once the gold is traded =)
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As I mentioned in Strategy, I'll be away until the 22nd. Here's a brief overview/instructions for while I'm away:


Kararomum should finish it's grocer, then a theater (solely for Globe), then a Knight or two for unlocking HE purposes, then either continue Knights or switch to formation pikes. Grow it as high as possible, and try and get a worker somewhere to workshop the cottage.

II is waiting for theaters to finish in I, IV and VIII. Once all three are done, whip the bank for max overflow (or try to) and start Globe. From there, finish Globe using whip overflow from workers/MP/whatever.

III is growing back from a whip, let grocer finish normally and grow to max size. I then planned to build a monastery and missionary spam, but if you come up with a better idea then go ahead, just don't whip unless it's absolutely essential.

IV is finishing a theater, after that I dunno. Probably either MP, or a bank for WS would be fine.

V just finished a settler for IX (eastern fishing village) and should now focus on growth. I intended to missionary spam next, but if III can do that instead, then a stable and Knights would be next.


VI is building a settler for X (northwest border fishing village). There is a LBow, mace and pike nearby for garrisoning the new city, but VI should continue to build military to secure X or triremes for naval control in the short term (also the workers nearby should be covered when roading to X). My galley is nearby for quick reinforcements if needed. HE will probably go here.

VII is building a WB for IX, once that's done there will hopefully be enough pop to whip a forge. Once that's done a forum is next. If workers get here then either cottage or workshop the remaining land tiles.

B is building a pike and getting one from the cap to secure the city. Pike spam is probably the best move in the short term. Make sure not to forget focusing on growth though (steal the sheep from III if there are no other tiles to work).

VIII will whip the theater this turn, then probably build a bank for WS as there isn't enough food to get past size 7.


I'll be settling 2 new cities shortly, which leaves me with 4 more spots left. I've put chop city on the shelf now that Spullarise have Nat, but if we can find a good use for those chops and enough workers to chop them then it can continue. Western floodplain border city needs a decent garrison and a decent amount of Knights nearby before I feel safe settling that, and there's no point settling filler floodplain until that city is settled. 2 food tundra city is also a filler city, not quite sure when to build a settler for that.

Only other noteworthy thing is the HA and preat in the southwest. Try and keep the HA hidden from sunrise's view as he's going to try and assist Dave in circum. The preat should get rid of the archer and take his place if he doesn't move, as that hill is a good spot for a sentry.

Workers have been given in-game directions, and you know the tech situation so that's hopefully everything.
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Dave, you want to take over for WK or me? Doesn't matter either way to me.
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Shoot the Moon Wrote:Dave, you want to take over for WK or me? Doesn't matter either way to me.

I'll pick up playing as Rome
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WK is gone....time to talk about him behind his back devil

Turn played, I followed the directions and signs in game.

Sunrise moved his archer away so we couldn't kill it, I continued forward while keeping the HA hidden.

[Image: SunriseArcher.png]

I whipped a pike and two theaters into place in B, IV, and VIII respectively. I was shocked at how close you are to unlocking the Globe (7/8, last one finishes next turn). I thought I was leading the pack on completing National Wonders smoke We just need to enable nationhood now to capitalize on your early Globe.

With the pike now in B and I feel a lot better thumbsup

In the northwest a Mongolian Galley popped into view. Speaker may have offloaded something onto that hill 2N of the praet, but more than likely he's just scouting out the area.

[Image: SpeakerGalley.png]

Two new cities coming online, one next turn and one the turn after, Kararorum IX and X:

[Image: IX.png]

[Image: NewCity.png]

The settler for X just completed in VI.

I queued up a trireme in VI to move through X when the city is founded. Between that and Optics, we should be able to lock down that little sea, pillage the hidden fish, and blockade Parley.

A couple empire management questions for when you return:

1. Why aren't you building more IMP settlers?

2. Why did you revolt into theocracy when most of your builds are infrastructure? Additionally, OR would make it easier to spread Hinduism around.

Hey Shoot

WK needs some more workers pretty soon, if you do repurpose D'Angelo to 1t FW's could you send the first few down to him? With engineering roads they should be able to get there pretty quickly. Additionally, if you go this route, keep a couple to yourself and build the highway between our three civs that I marked out way back when, we could use it to facilitate transferring units easier, especially if WK starts sending me IMP settlers.

I'm going to switch VI between one-turning triremes, LBs and settlers for the next few turns. WK suggested it stay on military, but we don't yet have a religion in the city for the theocracy bonus and are under no immediate military threat from Sunrise or Speaker. After I plant XI, could you use a couple IMP settlers if I sent them your way?

Oh, and the final bit of news of the turn:

[Image: SILVER-1.png]

[Image: Yukon.png]

We popped a silver resource!!! jive

This solves the problem of us only having two resources for three teams - the commerce bonus is pretty sexy too.

End Turn.
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I'm not sure any settlers from WK would be all that helpful, they're just so far away from anywhere I would settle them. Honestly, I think the city should probably stay military. If Rome is going to be settling that floodplains area its going to need more military, especially since it borders not one but two civs who are now two techs from curs. I honestly think military is the smartest build there, even if it lacks religion (for instance it could build some one promo cats, since the second promo doesn't make that much of a difference on suicide cats and collateral damage is always good on defense).

I also noticed that Rome has no knights, which because of their mobility on defense might be smart to get a couple out.
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