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A History of This World, Both the Things that Are and the Things that Will Be

Domestic Affairs

jive We got the Pyramids! jive And I think we're all feeling pretty optimistic at the moment, as we have a detailed plan and are at peace for the forseeable future.

The bulk of the last 10 turns was taken up with following the intricate dance of workers that Zakalwe had figured out to get us the Pyramids as a one turn build on T79. The dance culminated with settling a city T79 on top of the stone, already connected by road, one turn after Masonry was researched, and at the end of that turn 8 workers chopped All The Forests around WIFOM lol And the next turn we promptly revolted to Representation.

While that was unfurling Zakalwe extended the plan, and we now have a plan worked out up to T100 which should net us the Great Wall (plus some failgold to fund research), the Great Library and the Mausoleum. Just gotta hope the other teams co-operate and don't build these wonders (particularly the Great Wall) before we get there wink Important projected dates for the next 10 turns are:
  • Fishing EOT81
  • Polytheism EOT87 (research set to Aesthetics after this)
  • Great Scientist born in Bitter EOT89, destined for an Academy in the capital on T91.
  • Marble city founded T90 (as detailed in our T55 peace treaty with TEAM)

Cities

(Screenshots are for T81 coz I screwed up getting them on the right turn frown ).

Caipirinha




Over the next 10 turns Caipirinha is planned to grow to size 8, whilst building a Chariot and putting hammers into both a barracks and one of our Great Walls (this is destined for failgold).

Bloody Mary




Bloody Mary is also destined to grow to size 8, part-finish a Great Wall and finish a Chariot. It will start building a Worker after that.

Bitter




Bitter is intended to grow to size 6, and to put production into a Barracks & a Settler - triple whipping the Settler on T90. This Settler is destined for the southeastern city between Wheat and Copper where we'll build the Mausoleum. It will also be working 2 Scientists most of the time to generate our GS.

Horse's Neck




The city formerly known as Losing will grow to size 7 while putting hammers into barracks and a Great Wall (this is the one we'll finish). On T88 it'll triple-whip a Settler which is the one that will settle the Marble city on T90.

WIFOM




The home of the Pyramids is actually going to get to grow into a useful city now. It will grow to size 5 while putting hammers into a library and (guess what!) a Great Wall. It'll then double whip the library on T89.

On the Rocks




The entire raison d'etre of this city was to get us stone when we needed it for the Pyramids. Over the next 10 turns it will verrry slowly grow to size 2, first chopping a workboat for the nearby fish then building a Granary.

Foreign Affairs













TEAM

No contact with TEAM in these last 10 turns - which is a currently a tad irritating coz we're waiting for instructions as to where to leave the Worker we need to give them on T81 (the current turn while I write this) and we've sent them 2 messages about it without a reply. Our NAP with them expires T101 - we'd like to extend this before we get the Great Library.
  • Cities:
    • Pitboss3 (capital) @ size 4
    • 1 @ size 4
    • 1 @ size 3
    • Pidgeons @ size 5
    • 1 @ size 3
  • Army: 4 Warriors, 3 Archers.
  • Techs: Fishing, Hunting, Mining, Myst?, Agri, Archery, Wheel, Masonry?, Pottery, AH, Sailing?, BW, Writing?, Maths

Menagerie

Plako's kept chatting to HitAnyKey off and on, to keep them sweet - no substantial diplomacy tho. They're a bit edgy about Gillette, as Gillette are settling across into territory M3 regard as theirs. Somehow they have a NAP with Gillette till T100 but haven't got a settling agreement as part of it. They currently seem to be hoovering up religions, and I don't imagine Pirates are best pleased with them as Pirates lost out on Hinduism on turn order. Our NAP with them expires T110.
  • Cities:
    • Capital @ size 6
    • 1 @ size 3
    • 1 @ size 2
    • 1 @ size 2
  • Army: 3 Warriors, 4 Axes, 3 Spearmen.
  • Infra: Barracks
  • Wonders: Stonehenge, Great Lighthouse
  • Religions: Hinduism, Judaism.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Priesthood, Wheel, Masonry, Pottery, AH, Poly, Sailing, BW, Mono, Writing

Gillette

We had a few nervy moments sorting out our NAP and settling agreement with Gillette, but in the end we got a deal we liked - they get to settle the Marble to the north between us and we get to put a city 1E of the Ivory. Plako has chatted to Old Harry since to keep relations pleasant, they might still be a little nervous about our (and M3's) axes because Old Harry has been trying to plant the idea he's too green to bother with. They may have been going for the Pyramids - they'd settled for stone & the turn after we built them they had to consider their turn for several hours; set against that is the fact they've researched Monarchy which would be an odd choice if you were building the Pyramids. Our NAP with them expires T115.
  • Cities:
    • Capital @ size 7
    • 1 @ size 5
    • 1 @ size 5,
    • 1 @ size 2
    • 1 @ size 1, founded T75
  • Army: 5 Warriors, 4 Archers, 2 Chariots.
  • Religion: Buddhism
  • Wonders: Oracle
  • Techs: Fishing, Hunting, Mining, Myst, Archery, Agri, Priesthood, Wheel, Masonry, Meditation, Pottery, AH, BW, Writing, Monarchy, Metal Casting

Pirates

No contact with the Pirates in the last 10 turns. They lost out on Hinduism on turn order, but it's since spread to them & they've revolted.
  • Cities:
    • Capital @ size 4
    • 1 @ size 5
    • 1 @ size 2
    • 1 @ size 1, founded T78
  • Army: 1 Quechua, 1 Spearman, 2 Axes.
  • Religions: Hinduism as state religion, not founder.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Wheel, Pottery, AH, Poly, Sailing? BW, Writing

(Indexing will be done later.)
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
Reply

Domestic Affairs

Over the last 20 turns the Wonderwall Strategy has been building up nicely (blame NH for that phrasing lol ). Two of our targets are ours already - Great Wall and Great Library - and there are two more world wonders (maybe 3) & two national wonders scheduled for the next few turns! Most of the turns between T80 & T90 were devoted to gathering gold & performing complicated dances with the workers, then the 90s saw these efforts come to fruition with a burst of techs and wonders:
  • EOT92: Polytheism
  • EOT93: Aesthetics, Great Wall in Horse's Neck, loads of fail gold
  • EOT94: Literature
  • EOT95: Sailing
  • EOT97: Great Library in Caipirinha, small amount of fail gold
  • EOT99: Calendar

We should be getting the Mausoleum in Weissbier at the end of T101, the Parthenon is penciled in for T108 in Ramune. Horse's Neck will build the National Epic T106 (anyone would think we're pushing culture on our border with TEAM or something wink ), On The Rocks is building the Moai Statues which should finish T111. We may yet put the Hanging Gardens in WIFOM if we haven't been beaten to them.

Techwise, Currency is due EOT102 then Music is our goal - getting that EOT110, hopefully with the Artist. We're going to get another Great Scientist EOT109, so definitely a Golden Age will happen once the Moai Statues are done - the current question is whether to use the Scientist for the Golden Age & the Artist to culture bomb, or the Artist for the Golden Age and the Scientist to settle or bulb.

Cities




The plan for Caipirinha is to grow! First building a Chariot, then a Market. Should be at size 11 by T111.




Bloody Mary is finishing off a Worker, then will be growing while building a Market. It should be size 10 by EOT110. It made a Settler EOT99 which is en-route to settle a city for Silks.




Bitter is going to stick at size 7 for a while, and build a Settler that will go off to found our Ivory city, between us & TEAM.




Horse's Neck is growing (to size 9 by EOT107) while building the National Epic which is due the same turn.




WIFOM is also growing (we're in a growth phase, as must be apparent lol ), first building a barracks, then switching to a market once that's an option. It is also working scientists.

But we might change our minds and build an aqueduct and the Hanging Gardens here instead.




On The Rocks is more complicated - it will both grow and whip, and by EOT111 it will have built a lighthouse, a spear, an axe and the Moai Statues.




Ramune is building the Parthenon, and it should be chopped to completion EOT108.




And finally our new city of Weissbier will finish the Mausoleum EOT101, and then grow while building a workboat and a galley.

Turn reports between posts 130 and 153 of the Turn Report thread. Discussion between posts 735 and 836 of the Micro thread, also some between posts 70 and 137 of the Macro thread and 267 and 323 of the C&D thread.

Foreign Affairs

Graphs:













TEAM

Diplo with TEAM has been sloooooow, but nonetheless we've managed to negotiate a NAP extension. Sounds to us like they might be planning on hitting Pirates with Knights.

Current deals:
  • NAP till T145
  • No first strike after T145 - if planning to declare attacker must give defender half a turn's notice.
  • Open Borders, no RoP.
  • Our Eastern border cities are 1W from Ivory, 2E from Sugar.
  • In process of agreeing to loan them Marble for 10T from T110.

General status:
  • 42 population spread across 9 cities.
  • Army: 6 Warriors, 4 Archers, 1 Vulture, 1 Spear. (plus maybe another 10k power)
  • Techs: Fishing, Hunting, Mining, Myst?, Agri, Archery, Wheel, Masonry?, Pottery, AH, Sailing?, BW, Writing?, Maths, Calendar??, Currency.
  • in Slavery

Messages are here, here, here and here.

Menagerie

Still seem on good terms with them. They seem to be starting to drop back, and are also looking for new recruits - enthusiasm/free time running out?

Current deals:
  • NAP till T160.
  • Open Borders with RoP (coz they were just merrily wandering around our territory anyway).
  • We keep each other informed about deals with Gillette (may run out at end of T110 with original NAP).
  • They have a NAP with Gillette till T125.

General status:
  • 27 population spread across 6 cities
  • Army: 3 Warriors, 1 Chariot, 4 Axes, 5 Spearmen. Plus maybe another 10k power.
  • Infra: 3 Barracks?
  • Wonders: Stonehenge, Great Lighthouse
  • Religions: Hinduism, Judaism.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Priesthood, Wheel, Masonry, Pottery, AH, Poly, Sailing, BW, Mono, Writing, Maths?
  • in OR and Slavery

Messages are here, here, here and here.

Gillette

They seem a little on edge with us, and have commented on all our wonders etc. Of course, we've been quite pushy about border deals, so it's not surprising.

Current deals:
  • Open borders.
  • Currently renegotiating NAP, proposed end is T140.
  • Re-negotiating border cities, hoping will end up 1E of Marble for us and they get the southern Ivory in return.

General status:
  • 38 population across 8 cities. Their capital is size 14.
  • Army: 12 Warriors, 4 Archers, 6 Chariots.
  • Infra: Barracks
  • Religion: Buddhism
  • Wonders: Oracle, Moai Statues
  • Techs: Fishing, Hunting, Mining, Myst, Archery, Agri, Priesthood, Wheel, Masonry, Meditation, Pottery, AH, Sailing, BW, Writing, Maths, Monarchy, Currency, Metal Casting
  • in HR and Slavery

Messages are here, here and here.

Pirates

Pirates seem to be falling behind. We've also had no contact with them, they didn't even say "Hi" when we had a chariot hanging around near one of their cities. Relations between them & TEAM seem strained - they had 4 Axes & a Spear guarding 2 workers on their mutual border.

General Status:
  • 23 population across 5 cities.
  • Army: 9 Quechua, 1 Spearman, 4 Axes.
  • Religions: Hinduism as state religion, not founder.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Wheel, Pottery, AH, Poly, Sailing? BW, Mono, Writing, Monarchy
  • in HR, OR and Slavery

Diplo between posts 490 and 539 of the diplo thread, C&D between posts 267 and 323 of the C&D thread.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
Reply

Domestic Affairs

Our plans continue to unfold smoothly. We achieved all our desired Wonder builds during the last 10 turns - landing the Mausoleum and the Parthenon, and our National Epic. Maoi Statues are on track to finish T112 in On the Rocks. We also succeeded in being first to Music at the end of T110, so have the Great Artist.

With the end of these Wonders and techs the time of empire-wide micro plans is over (at least for now!) and instead there are some smaller, more specific plans and an over-arching macro plan. There is a plan that will build us Hanging Gardens at the end of T113, or will gain us a lot of fail gold if someone else builds it. There is a plan for the Statue of Zeus in Ramune, and another plan for getting our planned city near the central horse up and running quickly.

The macro plan is both "keep on expanding, keep on growing" and a more focused plan for how to set up for our forthcoming Golden Age. After discussing a selection of possibilities we (mostly plako & Zakalwe) have come up with the following:

Tech path:
  • Code of Laws -> Civil Service -> Alphabet (by ~EOT22) -> bulb Philo T123 -> Paper -> Education (with at least one bulb?) -> Liberalism -> Nationalism (or branch after edu to run for taking Astro with Lib).
  • Monotheism needs to be fitted in after Philo and before the end of the Golden Age.

Great People:
  • Artist got already, will start Golden Age T123.
  • Scientist got already, will be settled in Caipirinha.
  • Scientist out of Caipirinha ~T122 used to bulb Philo.
  • Hoping for 5 mostly Scientists from Horse's Neck, On the Rocks(?), WIFOM & Caipirinha during the Golden Age - all (most?) to be settled.

Civic Swaps:
  • Into Bureau/Caste/Pacifism at start of Golden Age.
  • Into OR/Slavery at end of Golden Age.

Wonders:
  • Statue of Zeus in Ramune, fail gold elsewhere?
  • Hanging Gardens (or fail gold) in WIFOM.
  • Taj Mahal later in the new Horse city.

Religion: Spread Hinduism - 4 missionaries out of Bitter to go to 4 cities that will generate Great People during the Golden Age.

So that's the next 10-20 turns sorted out lol

I've not given an overview screenshot of the land in this thread for a while, so I've put together a view of the world-wide culture (picture from T112):




I've marked with spots guesses for cities we can see culture for and but don't have visibility on. I've also marked our discussed future city sites with red stars.

Screenshots of the insides of each of our cities (except Delhi which was settled T108 but doesn't have a name yet):



























Turn reports between posts 154 and 167 of the turn report thread. Discussion between posts 837 and 931 of the micro thread, 140 and 149 of the macro thread and some between 324 and 344 of the C&D thread.

Foreign Affairs

This has been a pretty quiet set of 10 turns, in terms of talking to people. Everyone's just getting on with their own thing. Before a run down of specifics for the C&D here's a couple of comparison tables, followed by the marked-up graphs. All numbers are as of EoT110 even tho I'm writing this during T112.

TeamNumber of Ancient EraNumber of Classical EraNumber of Medieval EraBeakersDelta with Trolls
TEAM1760445297
Menagerie15202610-1745
Gillette15604067-288
Pirates13202268-2087
Trolls135143550

TeamPopulationCities
TEAM5111
Menagerie378
Gillette5211
Pirates336
Trolls5910














TEAM

Current deals:
  • NAP till T145
  • No first strike after T145 - if planning to declare attacker must give defender half a turn's notice.
  • Open Borders, no RoP.
  • Our Eastern border cities are 1W from Ivory, 2E from Sugar.
  • We gifted them Marble on T109 for ten turns.

General status:
  • 51 population spread across 11 cities.
  • Army: 7 Warriors, 5 Archers, 4 Vulture, 2 Chariots, 1 Spear.
  • Religions: Confucianism.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Archery, Priesthood, Wheel, Masonry, Medi, Pottery, AH, Poly, Sailing, BW, Mono, Writing, Aesthetics?, Literature? Maths, Calendar, Code of Laws, Currency.
  • in Slavery

Menagerie

Current deals:
  • NAP till T160.
  • Open Borders with RoP (coz they were just merrily wandering around our territory anyway).
  • We keep each other informed about deals with Gillette.
  • They have a NAP with Gillette till T125.

General status:
  • 37 population spread across 8 cities
  • Army: 3 Warriors, 1 Chariot, 6 Axes, 5 Spearmen.
  • Infra: 3 Barracks?
  • Wonders: Stonehenge, Great Lighthouse, Temple of Artemis
  • Religions: Hinduism, Judaism.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Priesthood, Wheel, Masonry, Pottery, AH, Poly, Sailing, BW, Mono, Writing, Maths?, Currency?
  • in OR and Slavery

Messages here and here.

Gillette

Current deals:
  • Open borders.
  • NAP until T140.
  • We settle 1E of the Marble and gift them our spare marble for the duration of this NAP and all future ones.
  • They gift us their first duplicate happy for 10 turns.

General status:
  • 52 population across 11 cities.
  • Army: 12 Warriors, 7 Archers, 8 Chariots.
  • Infra: Barracks, Forge?
  • Religion: Buddhism
  • Wonders: Oracle, Moai Statues
  • Techs: Fishing, Hunting, Mining, Myst, Archery, Agri, Priesthood, Wheel, Masonry, Meditation, Pottery, AH, Sailing, BW, Writing, Maths, Monarchy, Currency, Code of Laws, Metal Casting
  • in HR and Slavery

Treaty here

Pirates

Current deals:
  • Open Borders, offered and accepted in game with no negotiation or restrictions.

General Status:
  • 33 population across 6 cities.
  • Army: 12 Quechua, 1 Spearman, 5 Axes.
  • Religions: Hinduism as state religion, not founder.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Wheel, Pottery, AH, Poly, Sailing? BW, Mono, Writing, Maths?, Monarchy
  • in HR, OR and Slavery

Diplo between posts 540 and 555 of the diplo thread, C&D between posts 324 and 344 of the C&D thread.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
Reply

Domestic Affairs

The focus of the last 10 turns has been setting up to make the best use of our Golden Age. This includes spreading religion to our intended Great Person farms and researching Civil Service & Philosophy so that we will have the right civics available. And growing, and buildings Libraries & Markets all over the place. Side projects included building the Hanging Gardens, given no-one else was getting round to it (and if they had, the fail gold would've been nice enough). And picking up Alphabet to better keep on eye on everyone else smile We're also working towards settling the island south of On the Rocks, and the unexplored sea looks pretty big so Astronomy and even more island settling looks to be on the cards for later.

Our Golden Age will actually end up double length if all goes to plan - we should have the Taj Mahal either via chops or a Great Engineer before the end of the first Golden Age. We're still ironing out the wrinkles in the plan for what happens during the Golden Age but it should look something like this (if I've followed the discussion properly!):
  • EoT122 Civil Service is researched.
  • T123:
    • Bulb Philosophy
    • Start Golden Age
    • Revolt to Bureaucracy/Caste System/Pacifism
    • Great Person born in Horse's Neck at EoT (Scientist, Artist or Spy)
  • EoT127: Great Scientist from On the Rocks (for Edu bulb)
  • EoT129: Scientist or Engineer from WIFOM
  • T131:
    • Scientist from Caipirinha at EoT
    • Revolt to Slavery/Organised Religion sometime after this, leaving only Horse's Neck producing GPs.
    • Liberalism researched end of this turn or last turn.
  • EoT132: Scientist, Artist or Spy from Horse's Neck.
  • Taj Mahal completes somewhere before T135 to extend Golden Age.
  • Universities everywhere possible, then Oxford University. At some point after we're in OR.

Probable tech path:

Paper -> Monotheism -> Education (1 bulb) -> Liberalism taking Nationalism -> Metal Casting -> Machinery -> Printing Press (1 bulb) -> Iron Working -> Compass -> Optics

Cities



Has one settled scientist & worked scientists during this last 10 turns to generate another scientist for bulbing Philosophy (born end of T120). It will be one of our Great Person farms, and will get Hindu.






Bitter is our Missonary producer. (Ignore the spear build, that's a placeholder till we use up a missionary during our T120 - screeny taken before it was our turn.)



Slow built the Settler that settled the new city on T120. On track to produce a new Great Person near the start of the Golden Age and will be one of our Great Person farms.



Hanging Gardens was built here on T113 about 20 turns after we'd written it off as "bound to fall soon". We are too pessimistic, it seems lol We're putting hammers into Schwedagon Paya here but probably won't actually finish it (here? at all? it's low enough priority now that we haven't decided). And also hammers into Statue of Zeus.



Moai Statues was finished here at the end of T112. Will be one of our Great Person farms, successfully got Hindu on T120.



Some hammers into Statue of Zeus here, too - we're still milking failgold as much as we can.









We are actually building the Statue of Zeus here! It currently sits at finishable with one chop and one turn of production, so we're only waiting till we've milked what we can from it and will complete it end of T121. We got Menagerie to spread Hinduism here & it's going to help spread the faith.




And one new city founded on T120 that we don't have a name for yet, it is to the south of Horse's Neck and Elephant Beer, near the horses there.


Turn reports between posts 168 and 185 of the Turn Report thread. Discussion between posts 932 and 992 of the micro thread, 150 and 162 of the macro thread.

Foreign Affairs

The big news for this period is that Lewwyn stepped down from being the sole remaining member of TEAM on T117, and three new recruits took over the reigns - it seems to be primarily Tasunke, but Sian & Ellimist are the other parts of the team.

We also got Alphabet, and so plako worked out what techs people actually have, rather than my guesses. The surprises, as plako said, were that Menagerie & TEAM have Horseback Riding and Menagerie & Pirates have Construction. No-one seems to be going for the top part of the tree. As part of re-working my C&D spreadsheet to take account of the new info in the power assignments I made an infographic showing when people got what tech:




Grey boxes are TEAM, green boxes are Menagerie, blue boxes are Gillette, yellow boxes are Pirates and purple boxes are Trolls. The number in each box is the turn I think the tech was researched. (And yes, making this figure was actually the easiest way for me to work it out smile )

TeamNumber of Ancient EraNumber of Classical EraNumber of Medieval EraBeakersDelta with Trolls
TEAM17705238-245
Menagerie15503925-1558
Gillette15515211-272
Pirates13503811-1672
Trolls157154830

TeamPopulationCities
TEAM7413
Menagerie479
Gillette6211
Pirates487
Trolls7812













Bear in mind that units and buildings in the following lists are guesses, and there's always another possiblity lol

TEAM

Current deals:
  • NAP till T145 - we're trying to negotiate an extension till T160.
  • No first strike after T145 - if planning to declare attacker must give defender half a turn's notice.
  • Open Borders, no RoP.
  • Our Eastern border cities are 1W from Ivory, 2E from Sugar.

General status:
  • 74 population spread across 13 cities:
    • 4 @ size 8
    • 3 @ size 7
    • 1 @ size 6
    • 2 @ size 4
    • 1 @ size 3
    • 2 @ size 2
  • Army: 1 Galley, 7 Warriors, 5 Archers, 4 Vulture, 1 Chariots, 1 Spear.
  • Religions: Confucianism.
  • Infra: 1 Forge, 3 Barracks
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Archery, Priesthood, Wheel, Masonry, Medi, Pottery, AH, Poly, Sailing, BW, Mono, Writing, HBR, Monarchy, Maths, Calendar, Code of Laws, Currency, Metal Casting.
  • in Slavery

Messages and chats here, here, here, here, here and here.

Menagerie

They've been helpful in telling us what Gillette & Pirates were researching as they have research visiblity on them.

Current deals:
  • NAP till T160.
  • Open Borders with RoP (coz they were just merrily wandering around our territory anyway).
  • We keep each other informed about deals with Gillette.
  • They have a NAP with Gillette till T125 and are hoping to re-negotiate for longer.
  • They spread Hindu in one of our cities for a promise that we'd spread it to at least 5 of ours (they don't know we were going to do that anyway).

General status:
  • 47 population spread across 9 cities
    • 1 @ size 8
    • 1 @ size 7
    • 2 @ size 6
    • 1 @ size 5
    • 1 @ size 4
    • 1 @ size 2
    • 1 @ size 1
  • Army: 1 Galley, 3 Warriors, 1 Chariot, 7 Axes, 4 Spearmen.
  • Infra: 5 Barracks?
  • Wonders: Stonehenge, Great Lighthouse, Temple of Artemis
  • Religions: Hinduism, Judaism.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Wheel, Masonry, Medi, Pottery, AH, Poly, Sailing, BW, Mono, Writing, HBR, Maths, Monarchy, Construction, Currency.
  • in OR and Slavery

Messages and chats here, here, here and here.

Gillette

Current deals:
  • Open borders.
  • NAP until T140.
  • We settle 1E of the Marble and gift them our spare marble for the duration of this NAP and all future ones.
  • They gift us their first duplicate happy for 10 turns.

General status:
  • 62 population across 11 cities, biggest city is their capital at size 17.
  • Army: 1 Galley, 12 Warriors, 10 Archers, 8 Chariots, 1 Spear.
  • Infra: Barracks, 3 Forges?
  • Religion: Buddhism
  • Wonders: Oracle, Moai Statues, Collossus
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Archery, Priesthood, Wheel, Masonry, Meditation, Pottery, AH, Sailing, BW, Writing, Maths, Monarchy, Currency, Code of Laws, Metal Casting, Civil Service.
  • in HR and Slavery

Pirates

Current deals:
  • Open Borders, offered and accepted in game with no negotiation or restrictions.

General Status:
  • 48 population across 7 cities.
    • 1 @ size 11
    • 2 @ size 9
    • 1 @ size 7
    • 1 @ size 6
    • 1 @ size 4
    • 1 @ size 2
  • Army: 11 Quechua, 3 Spearman, 6 Axes.
  • Infra: 1 Barracks
  • Religions: Hinduism as state religion, not founder.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Wheel, Masonry, Pottery, AH, Poly, BW, Mono, Writing, Maths, Monarchy, Code of Laws, Construction, Currency.
  • in HR, OR and Slavery

Diplo between posts 556 and 574 of the diplo thread, C&D between posts 345 and 356 of the C&D thread.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
Reply

Zak's T130 overview:

(March 7th, 2013, 15:50)zakalwe Wrote: I guess Pling won't have time for a big T130 report. frown

This isn't exactly a substitute, but here are a couple more pictures from EOT129. Maybe I'll do a more extensive state of the empire report if there's a hail of lurkers clamoring for it. (In other words - if NobleHelium asks for it. wink)

The capital is done with its GP duties for now and back on full growth.




+27 beakers from free/settled specialists there, which is nice. Still a pretty respectable amount of plain old commerce too, though. Of course, the commerce number will drop once our golden age ends. Speaking of which; by working a particular set of tiles on T129, I set the capital up to both grow and complete its forge in four turns, just as the GA ends. It needs exactly 32 food and 60 hammers, and it's pulling +8 food and +10 hammers, multiplied to +15 with Bureaucracy. And I realize now that I didn't account for the OR bonus that it will get on the last two turns, so actually there's a little bit more leeway.

There isn't much need for hereditary rule on this map. Unlike everybody else, we haven't got furs, but we'll still have a happy cap of 17 here once the forge completes. Whales aren't far off either, and that wine is still farmed. (Side note: We've worked that farmed wine tile A LOT. And IIRC, the first farm turn there was among the first few handfuls of worker actions we ever made. smile) On the other hand, we are expansive and still about to reach the health cap. Fortunately, we haven't connected our wheat yet, so there is still some slack - even though we have no less than FIVE sources of wheat. lol

On GP duty, WIFOM is the next in line, and will pop its GP at the end of next turn.




45% chance of a scientist, who will go and settle in the capital. The most likely outcome is in fact an engineer. Ironically, we made almost no plans for that scenario, planning instead for the worst case where we need to manually build the Taj.




If we do get an engineer, I think we should keep following the micro plan in Deerslayer, but build the Paya instead of the Taj. That's 250 hammers less, which means we only need two chops. We can chop the two northern forests, and still keep five forests in range of Mai-Tai, for another wonder there, later. This change is trivial to make, but we'd probably want to juggle a couple of other builds around, too, to dump some failgold hammers into Taj before rushing it. It's not necessary to rush it on the turn that we get nationalism, so there is room for some milking, and also to move the GE to our desired location. Maybe Horse's Neck for the GPPs and culture, or Elephant Beer, purely for the culture. (Both of these cities are in the northeast on our close border with TEAM; in addition, Horse's Neck is our National Epic city.)

In a concurrent cultural drama, Ramune is fighting to assert its superiority in the far north - and winning.




Look at all that culture output! And when it pops its 60% ring next turn, nothing can hold it back.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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Domestic Affairs

Zakalwe wrote up an overview for T130, which I've reposted above, so this post will just cover the last 10 turns. I've not done the indexing

Obviously nice peaceful plans that involved us just out-teching everyone while they left us alone weren't gonna last for very long lol However we did manage to reach our first couple of goals before having to switch focus to military and defence. We finished Liberalism on T131, and liberated Nationalism. The Taj Mahal was completed in Deerslayer on T136, so we only had a couple of turns out of Golden Age. Of course we'd organised it so we kept on with our Fail Economy smile Our tech path after Liberalism was to part-research Construction, then get Machinery and Printing Press (with a bulb), followed by finishing Construction and getting Engineering on T139 (helped by getting gold from a Great Merchant trade mission - just to the closest TEAM city because we didn't have anyone we trusted to allow us to walk the GM further). Iron Working finished end of T140, and next is Monarchy.

Around T134 it became clear that our formerly friendly relations with Menagerie had stopped being quite so cordial. Gillette's power had been rising & they declared war on Menagerie - which didn't seem to make much sense to us. But our scouting units saw no signs of combat between them, and it became clearer & clearer it was a phony war. Once they'd signed peace again Menagerie started to gift catapults to Gillette to use against us, despite our NAP with Menagerie. When called on it they justified it as not breaking the letter of the NAP, and acted surprised that we weren't happy - they did concede they'd broken the information sharing deal we had about Gillette rolleye

Swinging into full military mode we've racked up an army of Macemen, and have built walls and castles in the cities we think are threatened that we're intent on keeping.




White line is our culture borders, black line is fog line.
L=longbow, K=knight, A=Archer, W=warrior, w=worker

From T140 intel (see plako's pictures here) we think Fog Force 1 is stationed on the two blue dots next to the arrow, and Fog Force 2 is stationed at the blue dot to the SW of On The Rocks. Those units account for most of Gillette's power - but whether the Galleys are full or not is a matter of speculation. There are a few units in reserve (possibly just those that completed this turn) too.

Our northern Maces are hanging about where they are, as our NAP with TEAM expires on T145. By the end of T140 the southernmost Maces are in OTR which also has walls & a castle and we're pretty hopeful that will stand. The remainder of the Maces are going to stage on the two red dots. The northern red dot is in the right place, and covers both Bloody Mary and WIFOM within one turn, depending where they send their troops. The southern red dot is indicative rather than accurate, plako (who has singlehandedly done the vast majority of the planning for this bow) is putting troops there to cover WIFOM/On The Rocks and other coastal cities.

We did make a last ditch attempt to negotiate peace with Gillette - but it seems that we need to get the first couple of battles over before we will be able to negotiate from a realistic place.

Our fingers are crossed.

Cities



Built a forge, then put a turn into a university before switching to making Maces.



Built the settler for Manhattan, then a forge. Then Maces. Possibly in the firing line for Gillette's initial attack.



Built Wealth to get Liberalism on time, then a hindu missionary. A turn into Taj Mahal for the fail gold. Followed by Maces.



Market, a turn into a Forge, then guess what? Maces.



Forge, then Walls & Barracks. And now a Castle. This seems the most plausible first target for Gillette's land force. We offered it up for peace, but they wouldn't take it on its own.



Forge, Trireme, Mace, Barracks, Walls & Castle. We figure this is the first target of the sea invasion, and we think we have enough units in here to hold.



Forge, and then Maces & Triremes.



Forge, started a Library but then Maces, Barracks, Triremes.



Built a Forge, started the Taj Mahal, then did chained whips on a Library & Courthouse into the Taj Mahal again to finish it. Maces now. And hoping to get Walls + Castle in here before they can attack it.



Forge, a turn into the Schwedagon Paya. But then Maces.



A Settler for the new Delhi, then Maces.



Library, Missonary, a turn into Taj Mahal for fail gold. And Maces. We're willing to let this city go, it can be one turned from the fog.



Library, Forge, Maces, Barracks.



Mostly this city built a granary which it didn't quite finish, but it's also done a Mace and now an archer. Maybe they'll attack this city instead of On the Rocks? That'd be quite nice, coz we care less about keeping this one.



Another recent city, which built a forge, then switch to triremes & Maces.



Settled in T133, built a granary then switched to military duties.



Very new, only settled T137 & not yet named - just built a granary and started on a Mace.

Foreign Affairs













I think those graphs rather neatly show a) why Gillette think we need taking down a peg or two, b) just how meteoric Gillette's power raise was and c) Menageries dastardly backstabbing behaviour. We reckon TEAM are planning to join in the fun T145-ish to make it a proper dogpile, which might be inconvenient if they do start ramping up the power properly. If Pirates were invited to the party it looks like they declined.

I've skipped most of the categories I was giving info for in these summaries - other than techs, power & pop I'm not tracking them any more.

TEAM

Current deals:
  • NAP till T145 - turned down an extension.
  • No first strike after T145 - if planning to declare attacker must give defender half a turn's notice.
  • Open Borders, no RoP.
  • Our Eastern border cities are 1W from Ivory, 2E from Sugar.

General status:
  • 92 population.
  • Army: 4 Galleys, 5 Warriors, 5 Archers, 6 Vulture, 1 Chariots, 4 Spears, 4 Maces. (as of T139)
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Archery, Priesthood, Wheel, Masonry, Medi, Pottery, AH, Poly, Sailing, BW, Mono, Writing, Iron Working, HBR, Monarchy, Maths, Calendar, Code of Laws, Currency, Metal Casting, Feudalism, Machinery, Guilds.


Menagerie

Backstabbers! backstab They did tell us where our Iron was before they did the dastardly deed tho.

Current deals:
  • NAP till T160 but they gifted units to Gillette anyway.
  • Open Borders with RoP (coz they were just merrily wandering around our territory anyway).
  • We keep each other informed about deals with Gillette. They broke this one.

General status:
  • 78 population.
  • Army: 4 Galley, 2 Warriors, 2 Chariots, 8 Axes, 5 Spearmen, 3 Cats, 2 Ballista Elephants. (as of T139)
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Archery, Wheel, Masonry, Medi, Pottery, AH, Poly, Sailing, BW, Mono, Writing, Iron Working, HBR, Maths, Monarchy, Code of Laws, Construction, Currency, Metal Casting, Civil Service. (as of T139)

Gillette

All our deals expired end of T140.

General status:
  • 85 population.
  • Army: 8 Galley, 9 Warriors, 10 Archers, 5 Triremes, 7 Chariots, 2 Spears, 12 Cats, 2 Longbows, 1 Pike, 31 Beserkers, 2 Knights.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Archery, Priesthood, Wheel, Masonry, Meditation, Pottery, AH, Sailing, BW, Writing, Iron Working, HBR, Maths, Monarchy, Currency, Code of Laws, Construction, Metal Casting, Feudalism, Machinery, Civil Service, Engineering, Guilds.

Pirates

Current deals:
  • Open Borders, offered and accepted in game with no negotiation or restrictions.

General Status:
  • 64 population.
  • Army: 11 Quechua, 5 Spearman, 1 Cat, 6 Axes.
  • Techs: Fishing, Hunting, Mining, Myst, Agri, Wheel, Masonry, Pottery, AH, Poly, Sailing, BW, Mono, Writing, HBR, Maths, Monarchy, Calendar, Code of Laws, Construction, Currency, Metal Casting, Paper, Civil Service.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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