February 28th, 2012, 15:43
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Shoot the Moon Wrote:Probably not until I go into nationalism, which likely won't be until at least rifling (actually that is something to discuss...should I switch into nationalism now while I'm still in GA?)
I think you should stay in Bureaucracy and focus on producing beakers, at least for the time being. Stringer Bell is an amazing commerce city at this point, and will get even better post-Oxford. Switching out of Bureaucracy would be a huge loss. Furthermore, if you revolt into Nationhood, you're going to be drafting population off of financial cottages. I feel like we want to work as many of those as possible at this point to catch up in tech.
February 28th, 2012, 15:46
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oledavy Wrote:I think you should stay in Bureaucracy and focus on producing beakers, at least for the time being. Stringer Bell is an amazing commerce city at this point, and will get even better post-Oxford. Switching out of Bureaucracy would be a huge loss. Furthermore, if you revolt into Nationhood, you're going to be drafting population off of financial cottages. I feel like we want to work as many of those as possible at this point to catch up in tech.
Yeah, I'm thinking along similar lines. I also don't have a ton of happiness space in a bunch of my cities, so I'd also be drafting into unhappiness.
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Before ending my turn, we need to figure out what to do with the units I had moved toward WK's front, most notably the big two-mover stack. I think having the GG healer go into his city is obvious, but what to do with the rest of it isn't. Without that stack, my north is very very lightly defended and probably couldn't stand up to an attack from Team 2. WK, do you need those knights and musketeers to stay in the area, or do you think they should go be used as zone defense in my north (or be used somewhere else)?
I also have two cats and a cannon unmoved in the area. The two choices with those would either be into Maurice Levy or toward WK's front. I'm leaning toward into Maurice Levy since that is more weakly defended than either of WK's cities currently, but again wanted to get your guys' input first.
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Get on Gchat, let's hash it out. I'll log on as Rome and look over unit allocations.
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Sorry didn't see that till now and am now away from my computer.
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WK and I chatted and came to the decision that only the GG healer was necessary. If Spullarise come back it will be with cavalry and rifles, which the stack of knights and musketeers in question wouldn't do a ton against. In contrast, that stack will remain relevant for a fair while up North, so it made more sense to have it there.
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By the way, I'm going to be unavailable to play civ from this Saturday until Thursday or Friday. Could one of you cover for me? I'll try to post some instructions and stuff sometime tomorrow.
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I should be able to cover for you.
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Ok, so here's the basic plan (sorry I don't have time for a full huge update, but I have to leave at 7am tomorrow and still have other stuff to do before then like pack).
Make sure to look at my sign NW-NW-NW of Omar! We need defenders in that city (hence why I have two more cannons moving toward it and that mounted stack in support).
The settler that just came out of Orlando is going to the "c" sign to the north. But first use the workers to road as noted so the settler can move and settle in 1t. Use those workers next to hook up the wine, then improve that city otherwise. At some point, use three workers to ninja cottage 1NW of Marlo. Since team 2 has no two-movers, the three will be safe without any protection.
Do as you see fit in terms of defending the city, but I rather doubt team 2 or 4 will attack it any time soon.
Orlando is currently putting overflow hammers into an observatory, but t168 should switch to a workboat for that new city. Might consider a missionary or two out of it as well.
Whip michael lee as soon as it is possible to whip the courthouse (will need to grow to size 8 first for a 4 pop whip). Overflow into the longbow so it gets a MP happiness defender.
Brother Muzone should build a settler for that spot 4 or 5 E of it after the barracks finishes.
Avon and Wallace both spam military (cannons and then rifles once that is in).
Wee Bey, Bodie, and Bird can move on to military once their current build queues are up.
My capital and D'angelo are obviously tied up in their long term builds.
Maurice Levy grows onto its grass hills and slow builds that forge.
Omar I think should build a forge for one turn after that courthouse completes then whip to completion. After that probably a Jewish monastery so that we can still spread it even after researching scientific method.
The workers I currently have in WK's territory I want moved to Maurice Levy (don't need to do anything around there though) just so if I need to road there military wise I have the option.
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Oh, also, when D'Angelo grows just put it on coast (until IW is in when those coast get switched to engineers).
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