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Dtay's Little Red Book

No pictures, not on my civ computer (played the turn in a rush this morning).

I missed out on MoM by 2 turns (3 to avoid a coin flip). I was at ~300 hammers last turn, would have been at ~340 this turn, ~380 next turn, then 4 pop whip for the finish. Oh well. I got 300 failgold which will power research for a bit, specifically...

KNIGHTS. Feudalism, HBR, Machinery, and Guilds to go. I think it was 3 turns (i forget) for Feudalism at 100%, losing ~100gpt from ~500 current saved gold. Goal is get to knights, wreck havok on someone. Honestly not totally sure who.

In the interim, Feudalism gives me protective longbows, which should help solidify my hold on the Pind continent.

In other news, founded the Shrine this turn, currents gives 39 gpt, a lot more than I was expecting. Noice. Market finishes in two, then once I have guilds I can build a grocer as well.

Current demos are 2 (lurker civ still reigns supreme), 7, 1.
Fear cuts deeper than swords.
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(July 24th, 2014, 07:37)dtay Wrote: In other news, founded the Shrine this turn, currents gives 39 gpt, a lot more than I was expecting. Noice. Market finishes in two, then once I have guilds I can build a grocer as well.

eek

(July 24th, 2014, 07:37)dtay Wrote: Current demos are 2 (lurker civ still reigns supreme), 7, 1.

Not for long, with a shrine like that! 39 is base?? Geez.

Also, who you gonna wreck?!
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(July 24th, 2014, 22:52)Ceiliazul Wrote:
(July 24th, 2014, 07:37)dtay Wrote: In other news, founded the Shrine this turn, currents gives 39 gpt, a lot more than I was expecting. Noice. Market finishes in two, then once I have guilds I can build a grocer as well.

eek

(July 24th, 2014, 07:37)dtay Wrote: Current demos are 2 (lurker civ still reigns supreme), 7, 1.

Not for long, with a shrine like that! 39 is base?? Geez.

Also, who you gonna wreck?!

Yeah shrine is shockingly good. And should grow even faster now given the spread rate boost (and is the only shrine in the game right now to boot).

I honestly don't know, it's going to depend on the geopolitical situation in 15-20 turns. The ideal is to kneecap Krovice and eliminate what will surely be a huge lategame threat. However, that is almost certainly the harder path, and the better shortterm land gains are through Whosit. Pind is the darkhorse, the fact I have a nice set of staging cities mitigates the naval invasion problem.

Also since I'm 90% sure that dazed (or was it ruff, I forget) city to the north is an island, I might just snag that regardless of who the general target is.
Fear cuts deeper than swords.
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Still lack pictures (going in in a second to get them). Whosit is roading a plains tile right north of the city on our border...

I'm frankly confused. He could 2t chariot attack wilfork without this road, so it isn't for that. It doesn't let a 1-mover army hit me from the fog any faster, so it isn't that. It seems like a truly pointless road, that... appears threatening to me but actually isn't? (in the near term anyway).

Going to leave Wilfork on a market since I can dry-whip a spear in any case, and I don't THINK this is an indication of aggression, just... weird. I made some moves to get a bit more military in the area, but I think I'm safe. That river south of Wilfork gives a fortified ax odds on a Chariot (25% fort, 40% culture, 25% river, for +90%), the protective archer obviously gets odds on a chariot, dry whipped spear gets odds on probably 2-3 chariots, and another ax in zone defense doesn't TOTALLY lose to a chariot. So it would take a quite large stack to kill me. And if it's a 1 mover stack, I'll have feudalism and longbows by the time it gets to Wilfork.

Seems like a long digression, but as the holy city, I am NOT losing Wilfork, and this road really confounded me.
Fear cuts deeper than swords.
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Judaism speads... 40gpt now



Getting 2nd GP out of here. It'll probbaly be a merchant, in which case I'll use it for a golden age to switch civics and finally convert to judaism. But on the off chance it's an engineer I might save it for a wonder



Mankins is my largest city right now. Lots of commerce atm, but is actually going to spec towards production in the future. Just has lots of nice coast for growing



Northern cottage land



Demos



Look at that spiking GNP



Power graph. 2nd strongest in the neighborhood

Fear cuts deeper than swords.
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<10 turns to knights. If I go on breakeven tech pace I get HBR in 1, Machinery in 3, Guilds in 6-7 (by memory, might be slightly off). But that doesn't take into account the lack of 20% prereq bonus on guilds, HBR overflow, the ~200 gold I have in bank, or city growth. So I'd guess 8 turns to Guilds.

Being able to track the Judaism spreads is amusing. Only 1 this turn, and it was to one of my own cities so I knew about it anyway



Specifically, to Garoppolo



Even though I already built a Stele here, great location for a spread. 20% cultural defenses and the plains cow are all things I want ASAP. Though walls are going to go up there soonish anyway.

Whosit power still climbing. I've broken away from the rest of the crowd though, so makes me feel pretty safe. Getting longbows in the borders with Whosit though, and I'll flash one at him just to deter



Demos



That mfg has to be a golden age. Which implies I'm beating someone's GNP whilst they're in a golden age. Which is sweet.

I want a top 10 city dangit. What do I have to do to earn it!!! (but actually, how are these things calculated anyway? I know/think culture, religion, wonders, and size all help, is there anything else / does anyone know the formula?)



Northern Empire



Central/Southern Empire

Fear cuts deeper than swords.
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I need to figure out when I'm slotting in the last 2 cities as well. I've been prioritizing growing tall right now b/c they aren't at risk of being stolen and are pretty marginal locations, but I do want them before too long. Perhaps aim to found them right around my golden age switch into caste so I can pop borders quickly (both could use quick border pops).
Fear cuts deeper than swords.
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The Pind Continent



Garoppolo needs its granary, and then both it and Boyce need walls. And longbows. Pind is leaving workers out in the open which I think is a sign of at least temporary peaceable existance, but given his earlier reaction I doubt it will stick if he sees an opening.

Demos (0% science)



Some empire shots






My vague sense of a post guilds plan:
1) I'll get guilds roughly 2-3 turns before the GP for a golden age. Overflow horse archers into knights, start building military
2) In the meantime, research Code of laws and (probably) construction
3) Declare golden age, build out lots of military (knights)
4) Get civil service by end of golden age to revolt into Bureaucracy
5) Around ~10 turns after guilds declare on Whosit or Krovice (or maybe Pind, but I think that's less likely). This will be roughly at the end of the golden age, whipping off a last round of knights before the fight. Timing is flexible in the sense I'm just building out tons of military basically from now until then (few infra builds finishing up in the pre-guilds period, and I'm counting barracks as military), so if an opportunity presents itself I can take it.

6) Hopefully win lots of land in the war

7) Decide what first-to beeline to take, options:
a) music - probably too late for this, don't have prereq techs, someone already has statue of zeus, so overall, pass
b) Taj - very tempting, but requires production capacity that i want going towards the war effort
c) Liberalism - 3/3? Maybe, wouldn't require production which is good, but is worse in RBmod cause of the tech cost change, so I really think the best option is...

d) Economics Merchant. I've already taken a ton of prereqs for this by going to guilds, it'll help me fire the 2nd golden age, definitionally just in time to revolt to the OP Free Market. Also pretty synergistic with the liberalism option, so I can either take that to grab Economics, or take it after if I'm still murdering at GNP during my war, etc. ALSO the consolation prize of no-merchant but yes free market is still pretty significant. All in all, I think this is the most flexibly and likely to succeed option.

other techs I would want to maybe slot in:
Alphabet - so I can get my own open borders
Engineering - mostly for the roads
Gunpowder - sick Oromo's

Also, I think I'm going to try my hand at some commodore style updates. After reading that PB13 thread... man it was hella entertaining.
Fear cuts deeper than swords.
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(July 29th, 2014, 23:10)dtay Wrote: Also, I think I'm going to try my hand at some commodore style updates. After reading that PB13 thread... man it was hella entertaining.
popcorn
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(July 30th, 2014, 03:17)Commodore Wrote:
(July 29th, 2014, 23:10)dtay Wrote: Also, I think I'm going to try my hand at some commodore style updates. After reading that PB13 thread... man it was hella entertaining.
popcorn

Commodore, does your popcorn look forward to personal portraits, or animal power rankings, or seafaring smash and grab warfare? popcorn

Or maybe all three??
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