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Ranamar and Lewwyn, ministers for Bismarck of Mali

Played another turn...

Research set to Guilds. Queued up more missionaries; we're capped for the moment, so Dale started on a Market instead.

Statue of Zeus finished, so I decided that it was time we just went ahead and built the Great Wall. 2 turns to finish, so, if you think that wasn't the right play, we can cancel it next turn. If we want more wonders to build, though, we're going to have to research more techs enabling wonders, like, say, Construction for Notre Dame.

We finished a settler. I wasn't sure where else it would go, so I'm figuring it should be sent down toward the ice lands. We'll need to figure out precisely where sometime soon.

I'm glossing over things; I know. I'm also really tired, for some reason.
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(Warning - lots of edits occurred)

* Settler is for the desert tile N of a seafood, on our land bridge. We'll want to give it a workboat right away too.

* On the last turn we are building the great wall (I guess next turn), we should offer stone to GES. After 10t we can cancel the deal so we want to do it as soon as possible. And we won't lose the stone until GES accepts the deal on his turn.

* Priority now IMO is to get barracks up everywhere for 5xp units. Also want a stable or 2 so we can get some 7xp Knights, for a super-fast Heroic Epic once we attack. Then we make a bunch of knights. Then galleons. Then we come after MNG. Techwise we're really close (especially with great wall failgold) so we should put almost 100% of our energy on this.

EDIT: I looked around and I'd say just Lorien, Barad-dur and Minas Tirith still need Barracks. The minor coastal cities can simply whip boats. Lorien and Dale and Grey Havens should also add Stables.

BD should add a grocer once we get guilds. No other grocers are needed. We probably shouldn't start any more expensive infrastructure (markets/harbors) for a while.

* Next turn we should offer a map trade with GES.

* We should also build a caravel to scout out MNG better (and covertly).

* Let's add a second specialist (scientist, in addition to the engineer) in BD next turn. We'll still grow. Then after growing add two more.

* Bored workers could assist by building a couple windmills in BD.
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Crap... forgot to check this before playing turn. >.<

I remembered a little of it. (... but not the important stuff, really, I suspect.)

I remembered to offer GES stone. I failed to remember to offer him a map trade.

I forgot to hire specialists.

In more positive news, Barad-Dur finished The Great Wall for ... ~420 gold. Yow! That'll fund us for awhile!

Someone else should play the next turn, as I've been really tired, of late, and I've been playing the turns as they come in because GES would prefer if we get them to him as early as possible.
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How much gold per turn are you losing at 100% research?
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Golden Wall comes through! That's what I'm talking about!

I'll grab the next turn if noone else grabs it before me. I haven't played one in a bit.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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NobleHelium Wrote:How much gold per turn are you losing at 100% research?

I haven't checked in awhile, but it's somewhere between 50 and 100, I think. Okay, I guess that'd burn up pretty quickly.
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Well, it would be best to compare it to the amount of gold you'd get from a GM trade mission at this point in the game. Then you can see whether those hammers were worth half of a GM or whatever.
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Got the save, playing.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Fun turn.

First World news:

[Image: Screenshot2011-07-16at21158PM.png]

GES gave Com War Chariots and Com took Avignon. Also MNG lost Grenoble. Then they made peace. All last turn. Possibly he gave them as part of a peace treaty.

Additionally, Yuirs got Theo and Christianity. He also just revolted to Burea and OR.

At home:
Spread Confucianism to MT and Grey. 2 pop whipped both cities to finish their markets. Each will finish a barracks and a stable in one turn.

Moved settler towards site. He can go next turn.

In BD I set build to 1T Barracks then set two more Specialists:

[Image: Screenshot2011-07-16at21402PM.png]

3T GP pop.

Dale finished a harbor and should start a stable.

Edoras finished another missionary at EOT. Next turn set build to a STABLE. The chop is coming in and we want to use it to make a 1T stable.

Lorien same as above needs to be set to stable.

I kept Tech rate at 50% we get guilds in 2T. I could have set it to 80 and gotten guilds this turn but we don't need to waste 100 gold to do that when we won't start building knights till the Stables are up.

Demos:

[Image: Screenshot2011-07-16at21427PM.png]


I forgot to offer GES a map trade. Dang it.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Played t88.

We are short several missionaries and two workboats still, having apparently stopped building them. I switched several cities over to those.

We do not need that many stables. Three is plenty. Remember we are in vassalage. We don't need every knight to have 7xp. Stables cost 2/3 the price of a knight. It's particularly sad that Lorien had to sink massive hammers into a stable before becoming Confucian as it could not start a knight first, but oh well. It didn't have anything else to do.

Set research to 100%. It's silly not to run max research when we are building gold-boosting buildings. If you're worried about losing 100g to finish guilds early, why not do that and then run a 100g surplus next turn? It's the same total output! Except that not getting it wastes hammers in Lorien and prevents us from starting the Grocer in the capital.

I proposed the trades have been planning to propose for a few turns.

Windmills are going up around the capital.

Founded Bag End in the desert on the arm.

TODO:

* Numenor needs to swap to a Granary instead of a Lighthouse, which was queued up. I didn't notice that. A granary will be about 9-11 times as effective right now.

* Bree and Angmar need to whip, as noted.

* Missionary in Grey Havens is for Angmar. Missionary in BD is for Osgiliath.

* Still need to build missionaries for Khand, Bree, Numenor, and Bag End.

* Cities with Stables should build only Knights. No other cities should build Stables. If they want to, they should build 5xp Knights instead.

* BD should build a Grocer. It should swap out a merchant for an engineer.

* Angmar needs to give a mine back to Grey Havens (noted in-game).

* TECH: we should tech hunting at 100% smile (Just leave the slider as high as possible every turn...) Then, if we get a Great Scientist, it's on to Alphabet so we can bulb Astro, and then finish Astro. If not, let's do archery then Astro. A couple longbows can't hurt.
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