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[SPOILERS] Gira under Pindicator's surveillance

(October 19th, 2020, 08:52)pindicator Wrote: Did we camp that deer tile at Novgorod? It should be 3f1h with a camp, I believe

No yet, I couldn't because of a barbar  and I am making the furs for happiness
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T065

Axes are going east to take away fog.  Start research Maths, and the Open Borders with Mjmd yields its benefit:  3 coins in each coastal city per turn, so I pass to obtain 17 to 23 coins per turn. Not bad.
The workers in south go for the Deer and in 8 turns the Settler is done.  Don't know if it is worth to whip it, because now we have 20 turns of unhappines in that city (3pop).
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T066

The axeman is on the east hill at City E, like a lighthouse on the plains. Regarding Miguelito's territory. In Moscow I placed one citizen as scientits, which is enough for growing next turn to 4 pop and setting the 2 scientits for the GP in 7 turns.
I was doubting whether whipping the granary in Rostov next turn, but I think better to wait one or 2 turns to let the city grow a little after growing to 3 pop. And when it has some food to whip the granary.
The same with the archer in StPete.  May be better to grow to 4 and whip units with 2pop.  With the granary in 2 or 3 turns it can grows 1 pop.

Here some pics of statistics.  Miguelito has already 6 cities.  Elkads finished the Oracle, which alerts me about trirremes coming over. I am the #1 in gold so far, so I can maintain a good research speed (I add the tech window).   After maths I could go for Aestetics and Library, but I can't forget MetalCasting







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Whip that granary straight away! It's almost always correct to whip a granary as soon as you can.

Also, we need more cities!
Suffer Game Sicko
Dodo Tier Player
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T067

Netxt turn
Rostov whip granary and put an Spearman, in 4 turns should grow to 4pop and change to a settler. Keep the Spear in cue.
St Pete whip the archer and put library that should be in 4 turns, one axe is in cue

Nogodorov settler whip in 4 turns.
Moscow has two scientist and a GS will come in 6 turns.
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T068

Granary whipped in Rostov.  The overflow goes to lighhouse, and after an axeman will be in cue. Archer in StPete, overflow to library. Still 2 turns for the settler in Nogodorov.  This last city is good for making settlers (6+6+4)pt  but will have to wait a lot until it is ready for other.  I am thinking about making the 6th settler in Rostov righ away.  There is a huge rush for making cities in this first stage of the game and I can not lose it.  The handicap will be the economy.  I m afraid it can collapse with 6 cities.

We are 9th in units, but the power graphics show that only MrCairo is high, the other neigbourgs are the same that us.

Also there is a hurry in building villages.  First near moscow, second near St pete.  They will be the comercial cities.
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T069

Boat from Moscow goes to uncover tiles in the east.  I place a lighthouse to build.  I think it is not urgent  a granary in this city as it has good food resources.
StPete puts overflow for the library.  And Rostov starts an axemen that could go to the cue, and when it is 4 it can make a settler or this could be built in Nogodorov.  Don't know yet.
Next turn the settler in Nogo is whipped and it can go to City E.
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*points to avatar*
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I'm not sure if you've said this already, but keep your slider at 100% gold until we get the Academy down. We'll save up gold and then burn through it when the extra +50% bonus.
Suffer Game Sicko
Dodo Tier Player
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(October 22nd, 2020, 18:43)pindicator Wrote: I'm not sure if you've said this already, but keep your slider at 100% gold until we get the Academy down.  We'll save up gold and then burn through it when the extra +50% bonus.

Yes, I never did that, but yesterday I started thinking about it.  We still have 4 turns for the GS and I was afraid that it was waiting too much, but it's a good idea. Besides that, in 5 turns we will have a new city and the expenses will raise a lot. So it's good to have a gold reserve.
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