December 10th, 2011, 00:46
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Archer is more likely to run into serious opposition along the way going through the middle of the map, and is slower. Nonetheless, he does make a good backup.
How far away is the lead longbow from being able to kill the Indian Archer anyway?
FWIW, if we did want to divert the galley to pick up and drop off the explorer behind enemy lines, we could do it without it ever being in Sulla's sight by operating from the square 3N1E of the Indian Archer.
If we could get a second galley out in a timely manner after the t128 settler whip, I think it would be worth it for getting a good peek at Sulla's lands and a better shot at circumnavigation.
@Shoot - what is the date for settling the first ICTR city if the galley turns back now to pick up the settler? (t131 I think?)
December 10th, 2011, 16:09
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Good news. It was a lot easier to fix my computer than I thought and I didn't end up having to replace the entire display.
Back in the game.
December 11th, 2011, 01:12
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oledavy Wrote:Good news. It was a lot easier to fix my computer than I thought and I didn't end up having to replace the entire display.
Back in the game.
Awesome, consider the next turn yours to play
December 11th, 2011, 18:21
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[SIZE="3"] Turn 128[/SIZE]
I revolted back into slavery, but didn't do any whipping this turn. Forges are coming up, and will be soon whipped to completion in Quiberon Bay, Trafalgar, Crecy, Agincourt, and Abraham Plains.
In the south, my explorer turned up another silver
So far, Plako has been generous with the seafood on this map. I'm hoping there's some on one of the tiles highlighted in yellow. I'm considering putting my 12th or 13th city down here on the yellow dot (1W if there is no seafood). I prefer this to the other silver site since it's closer to my existing borders. Getting silver early would dovetail well onto my BUILD FORGES EVERYWHERE plan.
Also of note, there is no southeastern land bridge!
So,in the south I have one tiny front to defend against Sulla The bad news? Whoever controls the seas will dominate this front. Circumnavigation would certainly be cool to that end.
My explorer continued glaring at Sulla's archer this turn. My longbow is due in four turns. I did end up moving the galley back to pick up the settler and eat a couple turns of delay for my explorer. After I clear out that archer, my first explorer can hopefully go map out a good bit of Sulla's lands before dying, while my second one (which Sulla has not seen) can surreptitiously sneak into the tundra and make a run at circumnavigation.
If he fails, we always have this guy:
I'm debating between sending him north or south next turn. I am leaning towards north just to keep a low profile. Hopefully he won't encounter any opposition marching right though the jungle at the center of the map.
Unit Update
15 workers/fast workers I finally feel like I have enough workers to support my existing cities.
Also, I don't understand how I can be the 3rd most powerful military with only 4 longbows and 1 mace. Is everyone else just ignoring military completely? Additionally, my GNP may still be 12th, but my MFG is now in 3rd place! (Shoot is 2nd, WK is 1st) I'm only 3 hammers behind WK.
I'm waiting on WK to accept my latest gift of iron and to fund this next turn of research before ending turn.
December 11th, 2011, 18:51
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oledavy Wrote:[SIZE="3"]Turn 128[/SIZE]
Also, I don't understand how I can be the 3rd most powerful military with only 4 longbows and 1 mace. Is everyone else just ignoring military completely? Additionally, my GNP may still be 12th, but my MFG is now in 3rd place! (Shoot is 2nd, WK is 1st) I'm only 3 hammers behind WK.
Dave, I'm actually first in MFG, not that it is a huge deal. Also, you are likely third in military because we have guilds while no other team does and we also have feud, which two others don't. WK has been #1 in military for a while because of that, and I've been #2 since we got guilds. Just kinda a weird stat.
Also, I cancelled your gifting me horses since I now have two sources of my own. I hooked up an extra spices this turn as well, so I sent it your way (already logged in to accept on your side, since cancelling the horses also cancelled a wheat trade which I needed to not be unhealthy this turn).
December 11th, 2011, 18:57
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Shoot the Moon Wrote:Dave, I'm actually first in MFG, not that it is a huge deal. Also, you are likely third in military because we have guilds while no other team does and we also have feud, which two others don't. WK has been #1 in military for a while because of that, and I've been #2 since we got guilds. Just kinda a weird stat.
Oops
Forgot to factor guilds into the power rating, it's worth 10,000 soldier points iirc, right?
December 11th, 2011, 19:36
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8000 actually. It turns out that feud is worth nothing though, so I was wrong about that, but yeah we are all artificially inflated by 8000 compared to every other team.
December 13th, 2011, 13:48
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Got a free spread of Hinduism to May, 1940 Couldn't have asked for a better city to get it in. I'm using the overflow from the new library to 1t the monastery while I'm still in OR.
December 15th, 2011, 13:12
(This post was last modified: December 16th, 2011, 01:10 by oledavy.)
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Planning micro for all of my cities: starting with Sluys, the newest addition to the empire:
I was torn for awhile on whether to run cottages or specialists here. However, given that most of the cities settled to date are not stellar commerce sites, I decided grooming Sluys to work five cottages would be best.
The long-term plan is to cap it's growth at size nine, working the tiles listed while still maintaining a pretty decent base HPT. I wound prefer working an additional cottage or two to the PHM, but cottaging the extra plains would leave the city with a net +1 fpt. If at any point I want to grow the city out further, I can switch the PHM to a coast tile and slowly grow using the +2 food bonus to pick up more commerce tiles. The Merc Specialist will be a merchant for the forseeable future to allow me to jack up the slider.
The build order is:
1. Warrior
2. Forge
3. Library
The warrior is to serve as the MP for this city. A library is an obvious build priority, even more so for a commerce city. On t138, I revolt back into Organized Religion. The plan is to spread Hinduism here by them, then get the chops in. Two coming in on t138 for 25 hammers each will finish off the forge, and a 30 hammer chop plus chop overflow from the forge will allow me to 1t the library on t139. The turns indicated in the screenshot show when I need to have the given chop/improvement done. The addition of an MP and Hinduism will raise the city's happy cap to size nine, perfect
December 16th, 2011, 19:26
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Hey guys - still hammering the details out - but I came up with a plan to bang out a lot of great people in a hurry to academy and bulb our way back into tech parity.
t133 GS - Academy in Stringer Bell
t135 GS - Academy in May, 1940
t138 GS - Bulb Philosophy
t140 GS - Bulb ~1,500 beakers of education
~t145 GM - Bulb ~1,000 beakers of economics
After that we can pick up gunpowder/nationalism and open up a GM bulb for Constitution. I want philosophy to throw up Angkor Wat in Trafalgar for our GP. Additionally it opens up direct research on nationalism and the option to try for liberalism if Team Spullarise gets lazy.
Basically a more condensed and short-term version of the ideas I was tossing around in the Strategy Thread - but now I with a GP plan and timeline. What are you guy's thoughts on using my Great People thusly?
If either of you has another idea in mind, keep in mind that the t140 and ~145 GP could be scientists, artists or merchants, depending on what we need.
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