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[Spoilers] REM and AdrienIer's thread of football, spamming and blaming it on the mod

(September 25th, 2014, 13:48)pindicator Wrote: Why wait for cata/eles when all you need are Archers!!! wink

Haha I don't think ad quite got the joke there tongue

And check the post above, I summed up the major differences and my take on which we should do.
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Ok for settler one turn later, new city won't be very impressive until we get some culture in it which depends on the moment we get a religion there, not the moment we get the city done.
I've played the turn but haven't pressed enter yet, we're working the corn on a warrior build, right ?
More resources in the east, definitely on GermanJojo's side of things :
[Image: fz0r4x.png]
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Yeah, unless we find resources in the west or south to settle over that site I think that is the best idea.

Yup the idea is to build the warrior on farming the corn, then the worker moves south and chops. I will post the micro plan for this later now. Nice thing about this mod is with no known tech bonuses until the classical age beaker counts are correct! :P

With all those incenses, 2S of the fish would be an amazing commerce city. We are a bit devoid of rivers. Fin is looking like it would have been a rather powerful choice here after all...

This game is moving faster than I thought it would, nice. I will take a look and end the turn.
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Cool, I have put a few possible dots on the map. Unsure how to use the icy fish in the south. Might be able to make a good globe draft out of it if there is slightly more food there, although with rifles being 2 pop drafts not quite sure a draft city will be as useful... Depends on tech pace I suppose. With the scout we should probably go and scout away from GJ et al to try and claim a few more huts. We can look at their cities later.
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Resources in the south ? rolf
BTW I just got the archer reference, I should definitely follow that game more closely.
Close to no rivers is annoying but the lack of easy commerce is compensated by 4 incense and 2 silvers.
If we could settle on one of the two hills on the GermanJojo border as well as 2S of the fish we'd be in a great strategical situation, but I guess that would be our 4th and 5th city (or more depending on what's in the west).

Edit : a city on that ice hill maybe ? Do you know if GJ is north or east of our scout ? I have no problem going away from him but we don't even know where he is...
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Would have to be the plains hill. The grass hill gives no food, and allows them to sit on a hill if they attack us. I do not know where GJ is, I would suggest going NE - NE and if we see borders scouting away from them.

The ice hill could work. It would be so weak until it gained that fish... Not even a monument chop ability!
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I've put my own signs, I like the double silver double seafood site in the west as a city n°3, especially if we have a religion to spread to it for culture.
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I like you possible cities. I didn't put signs there more because those sites are quite dependent on the land around them, whereas I thought the other sites I had enough information to plan probable placement. For that third city using the fish, we could slow build a work boat to send around there and then do another 4-2 slave for the settler to be ready around the time the borders pop. Although that would be turn 52, I think we should try to have city 3 before then actually!

But lets not get ahead of ourselves, wait to see the full land around there and we will have bronze that will certainly make a faff of 1 of these cities I think.
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I'm half expecting copper to pop in the northern peninsula, that would be a huge PITA.
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(September 26th, 2014, 04:27)AdrienIer Wrote: I'm half expecting copper to pop in the northern peninsula, that would be a huge PITA.

Definitely an irritating possibility. However if it spawns on the suspiciously bare grass hill to the southeast of the cap that would be a lovely boost!
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