We want that mana.
However I don't think you can go C3->border, its very exposed to CL, and is quite a distance anyway. I think the dye/incense filler Will have to be settled first.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(August 2nd, 2013, 18:40)Qgqqqqq Wrote:
You scared me there.
Sorry, couldn't resist being a tease.
Now that we've got him, what to do with the Great Bard?
Bulb sanitation - would take all of our gold and 4 turns to hand research. New cities desperately need it and old cities could really use the boost while building workers. Lets me research AH, Hunting, and Construction instead
save for [soonish] golden age - pop the golden age after opening up a few more specialist slots. This would speed up the growth curve in the short run, and halve the remaining time to get Paradigm's academy.
save for military culture bomb -
It's boring, but I"m still leaning towards #1. There are a bunch of city sites I want to settle yesterday and boosting farms and getting worker techs will help the most.
Turn opens with some interesting tidings from our neighbors to the north.
Glad I didn't let him take the drama bard too! This feels a bit early for the bone palace (only 4 cities), but I'm quite happy neither HK nor TBS got it.
Dumbo moves nicely out of my exploring bloodpet's way
Better luck next time TBS
56 gold is almost two turns of 100% research and very welcome.
We met HK in the interturn and I've been anxiously waiting to see where he turns up.
He still lacks contact with Yell0w, so I sent him straight north. He didn't ASK about any local wildlife...
HK graph dump & analysis.
As predicted by my C&D he has 5 cities (tied with me for most). Aristocracy (+ RoK gold) has him on top of GNP, but his MFG is suffering without GK (and no governor's mansions to make up for it). He's obviously researching something full speed.
Demos - spot the difference edition!
Before ending turn:
After ending turn:
Three pop growths at EOT and moving on to researching AH made nice bumps in my GNP, MFG, and CY. However, it ALSO boosted the top GNP by 7. That looks suspiciously like a prerequisite (5%) bonus which would only appear if HK is researching a tech that I just got...methinks I wasn't the only one TBS offered the drama non-compete for mana trade to. Anyways, where's my "better luck next time HK" smiley? Oh yes, here it is:
Quote:56 gold is almost two turns of 100% research and very welcome.
You mean just over
Would have been, but costs jumped to 29 gpt at EOT. shame governor's manors don't help maintenance much; time to get some markets up.
(August 3rd, 2013, 02:09)Qgqqqqq Wrote: I forget, do we have a NAP with Kuriotates?
No NAP; he's trying to avoid signing them this game (me too actually). Means we need to be careful with our settling. Speaking of, our roading party found another sugar. It makes all of our options better actually. I'm thinking first city on B, then a second city on the southern sugar as soon as we get construction.
(August 3rd, 2013, 04:02)Qgqqqqq Wrote: Yeah I like that setup.
Can you find a not-so-subtle way of explaining the Yell0w war to him?
With his power we don't want him thinking our army's occupied...
Yeah, it looks scary, but I've been keeping up with tracking demos. By my count he's got 6 warriors and 5 hunters (at 8000 each, that's what has him so high) to my 12 [bronze] warriors. He's got the highest pop (by far) and hunting + a lodge inflating his numbers. I know at least 2 of the hunters are out exploring, so I'm not worried right now. Definitely worth keeping an eye on him though, especially when he gets centaurs and can strike border cities out of the fog.
Anyways, this turn should be the fake war's last, since I'm now only chopping one tile instead of two. Even better, Yell0w's already got a worker roading to the rice...