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[NO PLAYERS] Raskol's log

Thanks for the report, I'll try to log in sometime soon too.

Yeah, this looks like a survive to knights --> profit game. It should match up nicely with our development timeline. I agree with planning a golden age now already (as you mentioned with the prophet). Given how big you're growing your cities I'd imagine relying on natural hammers over whip is better in most cases, and you should pre-build horse archers everywhere (turns into knights in queue upon discovering tech)*. Depending on how early you start the GA/go police state you can have maces/xbows/cats in the queue as well. This way you'll produce a unit per turn everywhere once you get there, even if you're in caste system. And you avoid maintenance for now.

Can we get another great person in time somewhere if we use a GE on engineering?

Remember to have enough workers to reliably workshop everything in time.

*Remember that they start losing hammers after 10 turns, so don't start them too soon either.
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(July 8th, 2020, 20:04)Rusten Wrote: Can we get another great person in time somewhere if we use a GE on engineering?

Remember to have enough workers to reliably workshop everything in time.

*Remember that they start losing hammers after 10 turns, so don't start them too soon either.

I'll have a look when I log in. Best food city with a wonder is Elevation where we can hire 2 merchants.
Yeah I am planning another worker in Dyemont and prolly a couple more. Just need to find which place is best to produce them. Prolly whip some more in Cauldron/Quadratic Strat.

Have a look, be my guest!
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Got a GP!
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I have no time for a proper report, but I should be able to do one tmr.

Got machinery from SD, and traded med vs poly to MC since we had spare beakers to trade away with the quota system.

Btw, not sure I mentionned it, but we should take any chance we have to raze the new city settled by Gavagai west of Concentration. But TBW remains the prime area of expansion.
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stuff to think about: after construction, engineering or guild?
Unitwise I would go for guild (and knights cost more) but there is the additional hammer from engineering workshops...
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Too bad about the GP, but at least it makes it easy to decide what to do with it.

Is your trading block ahead of the other? It seems like it. I'd be inclined to get guilds as soon as possible and then follow up with engineering. Knights dominate even Boudica's promotions.
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(July 14th, 2020, 10:18)Rusten Wrote: Too bad about the GP, but at least it makes it easy to decide what to do with it.

Is your trading block ahead of the other? It seems like it. I'd be inclined to get guilds as soon as possible and then follow up with engineering. Knights dominate even Boudica's promotions.

I think we will be at guild before them, I'd say 15 turns before maybe (I hope tongue)
They have construction on us rn, while we have monarchy and machinery on them. I 'll post more in the evening. I had family at home and got distracted from reporting crazyeye

fwiw, I agree, I think it's best to go guild > engineering than the other way around. The hammer bonus won't be game breaking (even more with the planned GA), and with amphibious elephants available in a few turns, pikes can be delayed a bit.

I guess construction > guild > engineering. MC told me feud would be available around turn 120. I think we need 4 more turns to do construction (maybe 3), then we will stockpile gold for guild. I will try to post an estimate for guild once I log in. We are up to 14 workers, will whip some more (one in the Horcrux next turn). Once we are done with the plantations, they will all workshop our land. (we have some already though around Cauldron and Quadratic Strat)
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t117 for feud it seems. Construction in 3. I prioritized growth for the GA. Checking guild ETA in a few.
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[Image: n7hGBb2.jpg]

The techs rn. Gonna log in to estimate guild timeline.
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