Turns 115 & 116
So I had a bit of an 'Aha!' moment when I went to hire specialists at Goomba and then realized I could hire scientists and didn't have to hire Merchants. After all, I need to use a Great Scientist on Engineering before I can use a Great Merchant on Civil Service, so I might as well get one first, right? So I hired two scientists, and the last chop came in to perfectly finish off the forge. Next turn we quit the hills and send everyone into cottages and the grassland farm and hire the engineer specialist.
![[Image: pb7-turn116-goomba.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn116-goomba.jpg)
Well, now that I'm thinking about it more .... not so fast on the scientists. Yes, I need to have a scientist for engineering. But it may help my economy more overall if I can run merchants over scientists in Goomba. And then, would I prefer to have the possibility of 2 GS or 1 GS & 1 GM. I think I would go with the 1 GS & 1 GM. Because what would I do with 2 GS? I would have to sit on one and wait for Education. With 1 GS & 1 GM I could bulb Engineering & Civil Service.
Now watch me get a low odds GM out of Piranha Plant and leave me with 2 GM. Well, if that happened I would just bulb Civil Service & Guilds!
So yes, we absolutely want to swap those scientist to merchants.
On t114, when I was making my retreat from Moogle's lands, I noticed a barb spear in the southlands. No problem, I'll just move at axe from Bob-Omb to take care of him.
On t115 I noticed that I had forgotten to move the axe![duh duh](https://www.realmsbeyond.net/forums/images/smilies/duh.gif)
So on 115 I moved the axe 1 tile SW and this turn I moved the axe into Spiny. If my road coverage was a little better I could have killed that spear. Note to self: need more workers.
![[Image: pb7-turn116-barbattack2.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn116-barbattack2.jpg)
Also note the barb axe in the bottom of the screen. Don't worry, my chariots will get back in time to deal with him.
On t115 I also noticed a barb axe coming out of the fog and heading towards Piranha Plant. But I figured I had that covered; just start a CKN and whip him to completion on t116. And then this turn when I whipped the CKN I realized this was another
move.
![[Image: pb7-turn116-barbattack1.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn116-barbattack1.jpg)
I figured that the barb axe will move NW and then my newly whipped CKN will kill him. Then I realized "what if the barb axe goes W instead of NW?" I'd be screwed. I don't have money for an upgrade (or even money to spare for one), and my CKN would not be able to reach the axe. So I moved the axe that was garrisoning Birdo 2SW. If the barb axe attacks my axe that would be the best thing that could happen. Even if I lose my axe, the CKN has been whipped and would be able to clean up. Instead, if the barb axe goes W then I'll put my axe into Piranha and move the CKN 2SW. But this cost me a lot of unhappiness in Piranha. I need to keep troops down for a barb garrison. This is twice a barb has come towards Piranha and I've had to scramble to cover it.
I've also moved my spear out of Spiny and towards Birdo. Next turn it will be able to either move into Birdo to serve as an MP or move back to Spiny, depending on what happens.
I'd show demos but that was when the server disconnected. Suffice to say, I'm 2nd in food, 1st in Prod, and about 10th in GNP. I did tech Polytheism just off of overflow last turn. And Priesthood this turn, but now I'm out of overflow. Monarchy is going to take 12 turns unless I Build Wealth. That's why I shouldn't build all those units: Building Wealth is what's keeping me going. That and Great People.
So I had a bit of an 'Aha!' moment when I went to hire specialists at Goomba and then realized I could hire scientists and didn't have to hire Merchants. After all, I need to use a Great Scientist on Engineering before I can use a Great Merchant on Civil Service, so I might as well get one first, right? So I hired two scientists, and the last chop came in to perfectly finish off the forge. Next turn we quit the hills and send everyone into cottages and the grassland farm and hire the engineer specialist.
![[Image: pb7-turn116-goomba.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn116-goomba.jpg)
Well, now that I'm thinking about it more .... not so fast on the scientists. Yes, I need to have a scientist for engineering. But it may help my economy more overall if I can run merchants over scientists in Goomba. And then, would I prefer to have the possibility of 2 GS or 1 GS & 1 GM. I think I would go with the 1 GS & 1 GM. Because what would I do with 2 GS? I would have to sit on one and wait for Education. With 1 GS & 1 GM I could bulb Engineering & Civil Service.
Now watch me get a low odds GM out of Piranha Plant and leave me with 2 GM. Well, if that happened I would just bulb Civil Service & Guilds!
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
On t114, when I was making my retreat from Moogle's lands, I noticed a barb spear in the southlands. No problem, I'll just move at axe from Bob-Omb to take care of him.
On t115 I noticed that I had forgotten to move the axe
![duh duh](https://www.realmsbeyond.net/forums/images/smilies/duh.gif)
So on 115 I moved the axe 1 tile SW and this turn I moved the axe into Spiny. If my road coverage was a little better I could have killed that spear. Note to self: need more workers.
![[Image: pb7-turn116-barbattack2.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn116-barbattack2.jpg)
Also note the barb axe in the bottom of the screen. Don't worry, my chariots will get back in time to deal with him.
On t115 I also noticed a barb axe coming out of the fog and heading towards Piranha Plant. But I figured I had that covered; just start a CKN and whip him to completion on t116. And then this turn when I whipped the CKN I realized this was another
![duh duh](https://www.realmsbeyond.net/forums/images/smilies/duh.gif)
![[Image: pb7-turn116-barbattack1.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn116-barbattack1.jpg)
I figured that the barb axe will move NW and then my newly whipped CKN will kill him. Then I realized "what if the barb axe goes W instead of NW?" I'd be screwed. I don't have money for an upgrade (or even money to spare for one), and my CKN would not be able to reach the axe. So I moved the axe that was garrisoning Birdo 2SW. If the barb axe attacks my axe that would be the best thing that could happen. Even if I lose my axe, the CKN has been whipped and would be able to clean up. Instead, if the barb axe goes W then I'll put my axe into Piranha and move the CKN 2SW. But this cost me a lot of unhappiness in Piranha. I need to keep troops down for a barb garrison. This is twice a barb has come towards Piranha and I've had to scramble to cover it.
I've also moved my spear out of Spiny and towards Birdo. Next turn it will be able to either move into Birdo to serve as an MP or move back to Spiny, depending on what happens.
I'd show demos but that was when the server disconnected. Suffice to say, I'm 2nd in food, 1st in Prod, and about 10th in GNP. I did tech Polytheism just off of overflow last turn. And Priesthood this turn, but now I'm out of overflow. Monarchy is going to take 12 turns unless I Build Wealth. That's why I shouldn't build all those units: Building Wealth is what's keeping me going. That and Great People.
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player