November 1st, 2011, 18:36
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How'd you manage the barbarians up north? I peeked at the save before I took off earlier today and saw a barb warrior 2 tiles away from the northern city to plant, and another by Hercules, but only 1 impi to defend between the two of them.
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November 1st, 2011, 19:12
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pindicator Wrote:How'd you manage the barbarians up north? I peeked at the save before I took off earlier today and saw a barb warrior 2 tiles away from the northern city to plant, and another by Hercules, but only 1 impi to defend between the two of them.
Oh, the one by Hercules walked next to the city (without pillaging) so i killed him with the impi. I'm gonna delay settling that other city a couple turns, which also gives time for the worker to get into position to start pasturing the cow.
November 2nd, 2011, 10:24
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I'm getting things together to take off, but then I saw the save come in, so I took a look. Kind of rushed through it, so I didn't want to play the turn rushed. Anyway, I did notice a few things:
Worker in Raw Deal: I'd have him chop the last tree around Raw Deal to help with MoM. It looks like MoM will finish in 7 turns with the chops, if my napkin math is right.
T3 has a lot of unhappiness due to no garrison. Do we whip an axe there for that?
Have the impi retreat into Hercules; this will make the town happy and get it's axe out a turn earlier.
Leaning towards saying we should settle the next city this turn. The impi can always swing around from Hercules to defend if another warrior comes to threaten.
Whip granary in Pumping Iron. I'd consider whipping the lighthouse in Long Goodbye too.
Looks like NoSpace got a Great Engineer.
We still are #1 in land area
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November 2nd, 2011, 13:47
(This post was last modified: November 2nd, 2011, 15:04 by luddite.)
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Let's see... NoSpace have alphabet. My guess is that they were the ones who popped the great scientist last turn, and used him to bulb philosophy. Same thing I did when I was isabella in pbem11. (you have to clear out alphabet for scientists to bulb philosophy)
That means the great engineer must have been someone else. We know Yuris, at least, has metal casting. If he uses it to rush the MoM that'll certainly be annoying. I guess we'll still try for it anyway, and at least get some fail gold to speed up currency. I will use the worker there to chop.
I whipped an ikhanda in T3, to clear out the unhappiness. It can overflow into an axe, and next turn we'll get an extra happiness from sugar.
Yeah, put the impi back in Hercules. Should have done that last turn, sorry.
Let's just wait one turn on the new city, Ok? Then our worker can finish the road, and start the pasture sooner. The impi can also get a chance to heal.
I'd rather chop the granary in Pumping Iron. We've got that forest and worker, might as well use it.
We've actually fallen to #2 in land area I think we'll get back to #1 as as soon as we take out that barb city though. I just wish we'd discovered those big islands sooner.
Oh, and Mackoti built the ToA which is actually good for us. We can send a merchant over there for a super trade mission.
November 3rd, 2011, 14:36
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So, this is annoying:
I really hope Fierce hasn't decided to finally declare war on us, now. But with the 2 workers there, he could build a road and attack our city next turn. So, just to be safe, I whipped an impi there from scratch.
The MoM still hasn't been built, so we might still have a chance there. We can finish it with a 4-pop whip in 2 turns.
I offered yuris horse for horse. Wonder what he'll make of that, heh.
November 4th, 2011, 00:39
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Alright, he didn't attack, but he did build 2 more chariots! Of course, I've got so many defensive bonuses that my axes there actually get superior odds vs. a chariot.
November 4th, 2011, 10:24
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I guess that's a relief. Maybe he'll see the Impis and send the chariots south?
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November 4th, 2011, 10:25
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I guess that's a relief. Maybe he'll see the Impis and send the chariots south?
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November 6th, 2011, 12:05
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Opened the save and it's depressing... Mackoti built MoM one turn before we would have, and NoSpace razed the barb city we were going to capture this turn.
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November 8th, 2011, 13:33
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So for the lurkers out there, we used the fail gold from MoM to get Currency in 2 turns. It's turn 81 now, and we still have enough gold for one morn turn at max science - this will let us 1-turn Code of Laws, Construction, Horseback Riding - whichever of these we want next.
100% science we now make 263bpt while losing 142gpt
0% science gives us 7bpt and we gain 71gpt
I'm actually not sold on Code of Laws right away. Markets are going to be a far bigger help than Courthouses, especially since they will give us 3 additional happiness in cities they are built on. I have three alternatives:
1) Metal Casting - mostly for forges and additional production, but we do also get +1 happiness from having gold. It's also on the tech path to knights.
2) Make a run for Literature and The Great Library. We can 1-turn Mysticism with overflow at 0% Science, get half of Polytheism at 0% science, and then run through the rest of Polytheism & all of Aesthetics with 100% science in two turns. I bet there'd be enough left over for Literature in 1 or 2 turns after. So 5 or 6 turns to get to Lit. Then probably 8 turns to build the wonder in Raw Deal.
3) The safer bet: Construction or Horseback Riding. Fierce's stack sits at 6 chariots and 2 spears right now. There's an axe heading towards it. He really isn't thinking of attacking us with his stack in plain sight, is he?
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