February 7th, 2012, 22:27
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Holy crap! 4 cargo spaces on base Galleys????
:faint:
Edu first is fine, so long as the worker plan is up to it.
And, btw....is that 5 cities on the board on t 64? :hat:
(old Fin, faugh. It's for newbs. :hat: )
fnord
February 7th, 2012, 22:31
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Thoth Wrote:And, btw....is that 5 cities on the board on t 64? :hat:
Err, maybe. I wasn't really counting
http://www.youtube.com/watch?v=PlqdqNGhJaA
EitB 25 - Perpentach
Occasional mapmaker
February 7th, 2012, 22:53
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Watch out for this:
http://youtu.be/Q0DqPSF2fyo
'Cause the gales of November can come early, in the big lake they call Gitchigoomee. The Lake it is said, never gives up her dead.
fnord
February 8th, 2012, 18:38
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I had a look at the t64 save, those demographic numbers are impressive.
The only category that we're not first in is land area (something to do with our ICS spacing, I think.  )
Poopdeck can build YAS before t70 once the Worker completes...plus the 3 we can build in Mainmast gets us to 9! cities/settlers at t 70.
We're looking at ~5 turns to Education (one turn of stockpiling gold + 4 turns research) and another 4/5 turns to Sailing (with the completion of Sea havens in Topsail and Mizzenmast we might be able to shave a turn or two from those numbers...OFC our expenses will be going up a bit as we found new cities.
I like the city one south of the Gems as our next city. (no, you don't have a sign there  ). Those Gems up our happy cap by one plus are a very solid tile to work. Agrarian farms can easily feed this city before a border pop/Hunting for the furs. Once Archery is in we can easily get this city up to 20+ hammers per turn making it a solid HE site.
Worker micro note: there is a worker Farming a Forest for Mizzenmast. That should have been a straight chop. We'll want a cottage on that tile for Mainmast and Mizzenmast isn't exactly short on food.
fnord
February 8th, 2012, 22:48
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Thoth Wrote:Poopdeck can build YAS before t70 once the Worker completes...plus the 3 we can build in Mainmast gets us to 9! cities/settlers at t 70. I'm not convinced it's worth skewing quite that far toward settlers, when Poopdeck would only have ~6-7 hammers doubled anyway. I think it'd be better to stay on worker duty, trying to more or less keep up with settler spam.
Quote:I like the city one south of the Gems as our next city. (no, you don't have a sign there ). Those Gems up our happy cap by one plus are a very solid tile to work. Agrarian farms can easily feed this city before a border pop/Hunting for the furs. Once Archery is in we can easily get this city up to 20+ hammers per turn making it a solid HE site.
Ooh, I like that better for the Gems, yes. Hammers are going to be the biggest shortfall on this map, just because it's *so* lush.
Quote:Worker micro note: there is a worker Farming a Forest for Mizzenmast. That should have been a straight chop. We'll want a cottage on that tile for Mainmast and Mizzenmast isn't exactly short on food. 
Hmm...you're probably right, I wasn't considering cottages to be an option. But it's not worth cancelling now, we can get some food out of it until Edu comes in and we have the free worker turns, and then pave it over later.
Anyway, played the turn, got the settler and worker completed, but nothing really picture-worthy. So no picture until next time  .
EitB 25 - Perpentach
Occasional mapmaker
February 9th, 2012, 21:01
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We're going to have our first city built without an instant road connection, I'm afraid  .
On the other hand, the barbs are starting to get very annoying. So I'm glad we're encroaching on their territory.
And we have our second Sea Haven constructed, and the third due soon.
Plans? Keep on keeping on, I believe. Doing my best to catch up on workers to the wonderful tiles, without letting Poopdeck stop settler spam (another 2-turn one this time  )
A fairly boring turn...so I've got more dotmaps to run past you. We're starting to get close to the inner coast - good thing we're progressing rapidly toward Sailing  .
EitB 25 - Perpentach
Occasional mapmaker
February 10th, 2012, 20:28
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Well, running quite this light on military is starting to hurt, we've got a barb we can't afford to attack messing with the worker plan at Bilge.
On the other hand, next turn we get city 6, Education, another worker, another settler - things are looking pretty good.
Edu coming in makes the near term tech path look something like this:
Sailing -> Writing -> Horseback Riding -> Trade -> Either Cartography or Code of Laws. Still debating on aristocracy vs. City States for the city spam period of our culture's growth  . Adding the possibility of half-price Courthouses would be nice, though. But basically the intent here is to keep piling on the economic snowball, while we haven't spotted any neighbors yet.
Here's a picture, for those who don't stare at the turn for minutes every turn:
EitB 25 - Perpentach
Occasional mapmaker
February 11th, 2012, 19:54
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Turn came in during a server too busy stretch - so, um, I did some stuff. I think.
Education came in, we're saving gold again for the Sailing run. Have city 6 founded, and a settler en route to the 7th site  We're definitely starting to stretch the worker force and the defense forces, so although we'll go straight through T71 on settler spam, we'll have to take a break to catch our breath afterward. Just need a few more warriors and workers, then we can resume breakneck expansion.
Oh, and OO spread on its own - twice! Mainmast and Topsail both got the slithery culture influx this turn, so the zealot will be heading south for a while - Mizzenmast is the next priority if it doesn't also get a free spread.
EitB 25 - Perpentach
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February 11th, 2012, 21:59
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Mardoc Wrote:Turn came in during a server too busy stretch - so, um, I did some stuff. I think.
Quote:Education came in, we're saving gold again for the Sailing run. Have city 6 founded, and a settler en route to the 7th site We're definitely starting to stretch the worker force and the defense forces, so although we'll go straight through T71 on settler spam, we'll have to take a break to catch our breath afterward. Just need a few more warriors and workers, then we can resume breakneck expansion.
Yeah, we need more boots on the ground and another worker or two....and some overseas cities.
Quote:Oh, and OO spread on its own - twice! Mainmast and Topsail both got the slithery culture influx this turn, so the zealot will be heading south for a while - Mizzenmast is the next priority if it doesn't also get a free spread.
SWEET!
ALL HAIL THE RNG!!!
fnord
February 12th, 2012, 21:10
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Thoth Wrote:SWEET! 
ALL HAIL THE RNG!!! 
Indeed! Although it wasn't as nice to us this turn, it did at least give us a victory over the barbs.
Also...city #7:
Maybe...maybe I won't actually cry all that much at losing Expansive in two turns, our income is starting to hurt. We're down to #2 in GNP, and that's with OO culture helping us out (no one else has a cultural religion, as far as I can tell).
Of course Education (which is in), and overseas cities (Sailing, up next) will both help out, but we're going to have to slow down the expansion a smidgen to catch our income back up to where it should be. [SIZE="1"]That being, #1 by a mile[/SIZE]
(the fact we have 8 warriors for 7 cities is also a tad worrying  ).
OTOH - it's been fun. Even with ICS spacing, the whole empire barely fits on my screen at maximum zoom
And, of course - it's not like we want to stop growing - just slow down enough to get the worker/warrior population back to where it should be, and to get a bunch of cottages built and worked.
EitB 25 - Perpentach
Occasional mapmaker
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