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Not much to report. Moving northwards with scout again:
AT got a +1 point increase (he also got +6 points earlier, which seems to be the going rate for a new tech.). So I guess this is for getting +1 population. I thought he had gone fish first, but I saw a worker in his lands. So I guess he got good value out of EXP for quick worker, then farmed something good and has already grown +1 size.
I'll grow into a work boated fish in 4 turns, so I'm a bit behind. Obviously.
A little scouting around Rome to see where iron pops up is probably a good thing, if I can manage it. Also I'd like to see if there is a neighbour west of rome. AT probably reasons that an AGG civ will use barracks for early culture, and therefore have axes that mostly can pick up shock from the get-go - so he'd want to rush anyone but an AGG civ.
Still not making any grand plans. Tech path will soon need deciding... wheel/pottery, sailing for scouting, grabbing my hut, making contacts, stealing empty costal capitals, AH to connect furs and see horse. Archery if I don't get bronze...so much I need.
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More scouting:
AT's scout is NW in this shot, he'll keep heading NW-wards now. My own scout will go NE-wards from here, could still be huts in the fog here.
In capital, work boat finished and sailed over to the fish. Next turn pop growth and work fish - will hopefully take me away from last place in food.
Building a warrior while growing, I wonder if a scouting work boat could be a good idea? Either to my NE or SE, haven't checked that area yet.
And still thinking about when to go for a scouting/hutpopping/cityrazing or panic-whip-inducing galley. With wheel - pottery - AH - or even skip the AH and just get sailing? Hm. Sub-optimal from a growth point of view, but more cash/tech/contacts could be strategically good too. I do need to grab my island hut before it's too late anyway, I should expect at least 30-40 gold as a back payment on the hammers invested.
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Turn 23
Turn report and turn done while travelling by bus. Way to go, technology.
My homeland:
Worker is trying to fence in these sheep, and will keep doing that for the next 60 years. Warrior finished this turn, I sent him NE to see the lay of the land up there, and hopefully spot a nice hut. New warrior in 2 turn, he'll head west to fogbust the PH tile by the pigs. I plan to build a city there.
Even more scouting:
Scout is heading back now. I need to see the land scout, across the peninsula from my capital.
And some events:
Some lucky people have their own religion now. Not sure I would have gone for them in a 34-player game as the techs are pretty useless in this landgrabbing phase.
I'm assuming great spy is from Lurkania.
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Warrior heading east spots a wolf:
Terrible fight - lost far too much health here. Says he'll need 4 turns to recuperate, and I'll have to give it to him. At least 3. Curses. Interesting clams, perhaps I should place my 'C' one east.
However I have copper:
Pig spot vindicated. Decent before, good and important to secure as fast as possible now.
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Turn 31.
Some news: I met Yuri a few turns ago. But never saw the scout/boat/whatever, but my espionage officers says I can spy on him. But he won't tell me where he is. I'm 3 turns away from settler, but I'm in the process of chopping ...something. A new settler, perhaps? Or chop into settler, grow on warrior which I'll need for new city, then finish settler. By then my second city will be ready to produce some barrack'd axemen so I can settle towards Rome.
Some more scouting:
My warrior to the northeast finds marble. Decent city up here. Marble will be good for some epics, and failgold, perhaps a leftover wonder? I will not prioritize any of the good ones, I think there are enough people going for them.
But my intrepid scout - finds nothing:
I've got two options, either spawnbust down here (which will likely benefit AT as much as me) or uncover more lands to the west (preferred, should be pretty safe around Rome's borders...apart from the romans, that is. I could also head him home, research fishing after wheel (or after AH) and put him on my phantasized exploring/hell-raising galley with a warrior.
(But I could build an extra scout for that too)
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How to not play Civ competitively:
Last turn I noticed a bear approaching my soon-to-be settled city. I have a warrior and worker here. Worker about to chop forest for 8 hammers, get some use out of it before I settle a city here (Thought hard about chopping a 20-hammer one, figured I could use those for later...)
Figured I had odds, and left both units in place.
Fortunately it seemed this tribe of bears were particularly tooth- and clawless.
In th north:
Warrior has healed up, even has an extra promotion. Moved him north, and found a hut.
Question: CAN I get barbs from this hut? My capital is 7 tiles away. My new city will be 9 tiles away. I read somewhere that 8 is the magic number - if there is exactly 1 city within 8 tiles, no barbs can spawn. So I guess I'll find out. (Unless AT has his scout come around this way...
AT is growing. Towards me. He has a warrior stationed on a hill near the gems, so soon he'll have a third city towards me as well. My scout will loop around west to see if we are alone in this area or if there are people to the west of AT.
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Scout from hut .
Slightly better than exp though.
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Seems AT declared war.
One bad thing about score things, I was halfway through my turn before I noticed...
(I have to shut down score display to end turn, and I don't always remember to put it back up first thing)
It probably was in the news, though.
My newest southern pink dot city will fall. Teching towards archery and HBR, building some spearmen now to stem the chariot tide. My shock axes should do well enough against the praets that I'm sure will follow. Haven't seen AT get iron working yet, though.
I had a chance to kill a worker two turns earlier, I was hoping leaving him alone would be viewed as goodwill, but guess not.
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I logged in just before turn roll, to chance a build from settler to spearman.
This was in the north - I had a C1 shock warrior guarding a city, but realized that I would need to attack out of city to clear the barb off pig pasture instead of defending in city. So I logged in and made that change (settler delay one turn, start building spearman so it could be whipped if warrior failed attacking).
This was after AT had played - but I didn't realize he declared war then. Not until halfway through my turn today.
I'll keep to the turnsplit for now then - I'm first, he's second.
For one thing, I don't think I would have whipped the granary in my soon-to-be taken city if I had known about being at war.
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(June 9th, 2014, 14:52)Molach Wrote: I logged in just before turn roll, to chance a build from settler to spearman.
This was in the north - I had a C1 shock warrior guarding a city, but realized that I would need to attack out of city to clear the barb off pig pasture instead of defending in city. So I logged in and made that change (settler delay one turn, start building spearman so it could be whipped if warrior failed attacking).
This was after AT had played - but I didn't realize he declared war then. Not until halfway through my turn today.
I'll keep to the turnsplit for now then - I'm first, he's second.
For one thing, I don't think I would have whipped the granary in my soon-to-be taken city if I had known about being at war.
I'm sure that will be fine, killing barbs after AT moved.
Did you pass on an opportunity to kill his workers?
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