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There is a barb warrior 1W of our horses, which Ronnie is sitting on. What do you think of pulling Ronnie back into the city, letting the barb advance, and then attacking it next turn? That way we'll probably get 2XP for attacking instead of 1XP for defending.
April 10th, 2010, 12:14
(This post was last modified: April 11th, 2010, 01:45 by Swiss Pauli.)
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We don't have any settling agreements at present. Before jumping tech groups, we had a agreement with Inca for the two cities recently settled, and a general agreement for co-operative settling, but I'd say we voided that when we switched teams. The Gems site is closer to us than to Maya (and they have Gems at Feng Shui), so I think they're ours to settle, or to lose if we're too slow to claim the spot. Maya is still getting hammered by barbs so we'll be fine if the Gems is one of our two next cities.
Good suggestion about Ronnie. What about Jerry (road or cottage)?
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Quote:I've had a change of mind up at Sticky Fingers: Uberfish's border pop will bring the shared FP into play, so I think Jerry should road for two turns then move NE-NE and road up to England's silks, which they will connect soon(ish) to open trade routes. She can then turn around and complete the cottage. Carla can work on the FP's cottage after completing the road on her current tile. How does this sound?
I think this plan sounds good, but we should encourage England to hook up their Silk ASAP.
I think we really want the gems site... so we should probably either settle it next or get a settling agreement. What do you think?
Also, what do you think about building a Settler at Blake after we finish the Chariot and Skirmisher (t87)? We could slow-build a Settler and finish on turn 95 turns by my calculations. We might be able to grow to size 4 and double-whip it with some micro. I feel like it would be good to start building settlers in more cities than just our capital.
EDIT: I think we can double-whip a Settler on turn 92 in Blake. Here's the plan:
T84: 22/24/+3 food, 20/30/+7 hammers on chariot, 11/25 hammers on Skirmisher
T85: 13/26/+3 food, 27/30/+7 chariot, 11/25 Skirmisher
T86: 16/26/+3 food, chariot done, 11/25/+7/+4 Skirmisher
T87: 19/26/+3 food, 22/25/+7 Skirmisher
T88: 22/26 food, Skirmisher done, 0/100/+7/+3/+4 Settler
T89: 22/26 food, 14/100/+7/+3 Settler
T90: 22/26 food, 24/100/+7/+3 Settler
T91: 22/26/+4 food, 34/100 Settler, +3 hammers on military unit
T92: 13/28 food, 34/100 Settler, double-whip
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dsplaisted Wrote:I think this plan sounds good, but we should encourage England to hook up their Silk ASAP.
You'll have seen England has a worker nearby: she will chop/plantation/road the silks after the current chop is done.
Quote:I think we really want the gems site... so we should probably either settle it next or get a settling agreement. What do you think?
I'd settle it then if Maya notice/quibble make a settling agreement after that. Let's clear the fog over the next few turns so we can make the decision with all the map info. Maya will settle (Alt) Savannah before making a play for the gems so we've few worries about losing it.
Quote:Also, what do you think about building a Settler at Blake after we finish the Chariot and Skirmisher (t87)? We could slow-build a Settler and finish on turn 95 turns by my calculations. We might be able to grow to size 4 and double-whip it with some micro. I feel like it would be good to start building settlers in more cities than just our capital.
Can we get the settler earlier by single whipping Blake? I agree that we want to switch the capital away from settler duty once it's prudent to do so, and Blake is the obvious choice.
We can grow Sirian into unhappiness to train the next settler, as we'll be adopting HR once the settler is out. For the next city, it might be better to train a settler at Sirian and worker(s) at Blake (though a lot depends on the barb situation). I'll let you do the micro on that though
EDIT: crosspost after micro edit
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I was thinking of a Settler both at Blake and at Sirian. If we only want one Settler, it's probably better to build it at Sirian, and double-whip a Worker at Blake. That way we don't have to spend any turns working bare grassland tiles.
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Two settlers would probably be a bit much given the barb, maintenance, and worker situation. Settler and a worker sounds dandy
We also need to be careful with tile assignments to be sure that we complete Calendar in 4 as promised to CAN: we have 1 beaker to spare at present!
Jerry roaded, Ronnie moved into Blake and turn 84 ended.
Next turn sees our first non-capital border pop
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Swiss Pauli Wrote:whip Blake
That sounds painful!
Blake must acquire Buddhism at some point, if he hasn't already...
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A lurker post: tis a miracle (at least when you consider how infrequently we update this thread).
My reply about PAT T&Cs. The email thread is starred in the Capac mailbox (it's too cumbersome to copy the whole thing in here for each update):
Quote:Dear All,
Firstly, many thanks to the Lords of Avalon for coming up with a comprehensive agreement! Secondly, please accept our apologies for the delay in providing feedback but we had much to ponder...
One fundamental change we would propose is that we make more like a WTO Trade round: because we're looking at one set of techs at a time, we can set the targets (tech ETAs, amount of funding) and review at the end of each round to see whether everyone is happy with how things went.
Funding: one danger we see is that techers could fall behind funders when it comes to reasonable, peaceful expansion because a funder, by running 100% gold, can absorb extra expenses without needing to request cash from a third party. Techers, running 100% research, will have to ask for cash, so some kind of expense forecasting will have to take place.
Non-performance: we think this needs to be a wee bit tougher than as outlined below. If a civ is not performing (too little funding, too slow research) then they can be ejected from the group at the end of round review stage, and can be further penalised by losing out on techs pro-rata to their non-performance.
Lightbulbs: we think that requiring bulbed techs to be shared is a bit much. We think civs should be free to choose whether to gift them, or to trade them within the group (as an extra or as part of an agreed research plan).
Liberalism: is a group goal, so the free tech should be shared.
Kind Regards
Emperor Capac
April 11th, 2010, 03:51
(This post was last modified: April 11th, 2010, 09:55 by Swiss Pauli.)
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Email about the tech group membership:
Quote:From: Capac Mali
To: PAT
Dear All
If India comes on board then the game won't be shaken up very much. Only HRE & Ottomans would be newly out of the loop. This might still represent a reasonable outcome, but if India is outside PAT then the dynamic of the game should change considerably.
Maya would probably be the best team to follow up with Rome about bringing them on board, but we think that Portugal should try to repair relations with Rome, and bringing up a white peace and tech parity would be a move in the right direction. Rome may not believe the offer when Portugal first raises it, but having Maya follow it up should demonstrate that it's not a ruse.
Kind Regards
Emperor Capac.
On 11 April 2010 01:04, Krill wrote:
Boo to India, freeloaders...
On 11 April 2010 00:02, England wrote:
They're in.
They want to see if India can be brought on board. Thoughts? England's neutral on the issue.
They'd rather bring India in than Rome, but support someone else (Babylon? Maya?) making an offer to bring Rome in. I think we should do that soon (next 24 hours?): Offering tech parity for peace with Portugal and funding our research.
Portugal's peace terms:
"no concessions
nap till turn 135
no rop, no gifting
and no gifting units to incans of any kind
either directly or indirectly through another civ for duration"
They've got about 200g, and with 0 libraries at the moment, would make a better funder, and they're fine with that.
--
Cyneheard, Haphazard1, Antisocialmunky
Lords of Avalon
Suryavarman II of England
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This will probably be a cross post, but I have to go soon and I'll be out all day, and I wanted to get some semi-random thoughts out there.
Sirian will hit size 6 on turn 88, and we can put 1 turn into a Settler and then triple-whip it on turn 89.
We can whip a Worker on turn 90 in Blake. We can do it by working the copper and then single whipping, or by working a 2/0/0 grassland plains (and giving up the horses for 1 turn), and then double-whipping. I'll have to figure out which is better.
We don't have any food-rich sites which would make a good Globe Theatre draft city. Maybe we should build one on the flood plains with a bunch of farms? At size 5 we'd get +12 food/turn, which is enough to draft 3 out of every 4 turns.
EDIT: In Uberfish, we might want to start a Worker when we hit size 5, and then double-whip the Library after the unhappiness from previous whips wears off more.
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