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With our capital having whipper the Galley, I switchedi t to a 7T Settler, which will run out most of our whip anger for the last whip and bring us down to 1 unhappy face, easily letting us get to Size 4, whereupon we can decide on if to whip it again then, slowbuild a Settler/Worker then go to Size 5, ecetera.
Blargh, those borders just expanded IIRC. Axe will scout around for any other paths and return to our civ if it doesn't find any.
Worker #1 has finished a riverside cottage at the capital and will now go to build a farm in David Buick. Should start next turn. Galley is off to explore that possible island (Which, given they are research Sailing, it seems probable WilliamLP may have seen). If nothing is really there, I'll send it off to scout.
Barbarian warriors are a paaaaaaaaaain. At least they're just Warriors. Another reason we gotta go into the icy reaches fairly quickly: Stop barbs from being pests!
GNP:
Production:
Crop Yield:
Power:
Just decided to post these Graphs due to them levelling off.
Demographics.
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The AI suggested building The Great Wall in Sam Walton. I found this hilarious.
Worker #2 done with the second cottage, so moved up to David Buick to make the second farm. Worker #3 built out of Sam Walton and barring you disagreeing, I am going to use him to chop down a forest but can't decide on if to put it into a Settler or Granary: I am thinking either Settler (and overflow INTO the Granary) or Granary (Then whip the settler). Leaning towards Settler ATM.
Either way, he's a choppin'.
Pretty much nothing else interesting, might take some snaps later of various stuff. We're now #6 in Crop Yield. Will take a Demos pic later.
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What's the food box for it? if it's about half way full then I would say chop for the granary, then whip the settler, or if the food box is barely full then have the chop overflow into the granary.
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(June 22nd, 2013, 10:32)BaII Wrote: What's the food box for it? if it's about half way full then I would say chop for the granary, then whip the settler, or if the food box is barely full then have the chop overflow into the granary.
The food box will be about half full when the Granary would finish (Which w/ proper chop usage would be 3T from now), so I will chop out the Granary, then go into a Settler and whip it. Thanks! : )
As for the rest of the turn...
The Axe has no way to explore WilliamLP's borders, so I am going to pull back and maybe have it explore the ice. No point in letting it loiter around here uselessly.
At first, this simply looks like a one tile island right next to WilliamLP's land...but look in the fog to the south: That's a peak. I don't think WilliamLP can actually get here without a Galley! That explains why he is researching Sailing, too...
If we wanted to, we could sail a Galley w/ a Settler (And an axe?) over and try to get to the land past the peak before WilliamLP...but that seems uselessly antagonistic. I will, however, consider the possibility of settling the 1-tile island, for an overseas TR (2 w/ Currency). BaII, do you think it is worth sailing a Settler(+ Axe?) over there or should we just ignore it?
Axe will take care of this Barb warrior. It can then either defend John Dodge or prep to get on our boat to defend the tile island city.
Also, Cows & Clams name has been set to be "C. Vanderbit, on the bass of "The C made me think of how Cows and Clams started w/ C!"
Graphs:
Score:
GNP:
Production:
(Snapped to show it stayed consistant and to show how funny our Graph looks! Rollercoaster ride! : D)
Crop Yield:
(Power has stayed the same)
Crop Yield is down both because the capital is Size 2 (+4 food once it starts growing) + Walton is off the Corn for just a bit to optimize the Granary build. We pop up a spot to 7th just by switching back to the Corn.
One last note...
That Tundra Crabs represents the ones near the Barb City. I think that we might want to, after the capital builds a Settler, 2-pop an Axe into an Axe and sail at the barb city...if for no other reason then the fact that if WilliamLP does the same and takes it, our entire game is boned as we can't get the land over there. If we're lucky, it'll be barb warriors and we can take it for an easy city.
Do you agree with this?
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Sure y not go for it, after all we can get land tiles that have a base of more than 2 food? ludicrous but yeah, idk if it's worth the risk, we have to deal with crippling maintenance costs, and a difficult to defend city. Still though I think it's worth it as our land our us is complete garbage, and since we lost TGLH we might as well secure the position for ourselves.
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I think I will go for it on the basis of "Our land is complete garbage, let's try it!".
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That was an extremely bizarre glitch!
Now, on to the actual turn...
Speaking of Spacetyrantdegaullexenumon, we met them this turn! Can we get a character bio in here?
The team is headed by the dreaded BRicktron, formerly known as BRicktronus. This powerful leader of the Byzacon army is not someone to be trifled with: He can transform from robot to jet to Civ 4 Player! Ruthless and determined to do anything to reach his goals, BRicktron is a top tier threat that requires careful monitoring, unless we want a load of robot shoved up our asses. (Their leader is De Gaulle of Byzantine, as you may recall!)
BRicktron is flanked by one of his top commanders and, in fact, his first in command: Boldscream. A cunning and conniving contributor of complex and callously catastrophic and calculated contrivances, Boldscream is always looking at ways to become #1, even if it is at the expense of our deal BRicktron up there. He can turn into a Civ player who flies, which is pretty cool I guess. Don't ask about the stilettos.
The final member of the triumverate of De Gaulle is the silent Soundtyrant. Although he does not speak up much, it is unmistakable when he stands his ground, and none of the Byzacons would make a move against their "beloved leader" BRicktron with him around: Even Boldscream can't handle that. His ability is even on par with BRicktron! He can use his inner wires can even be used to play Civ from anywhere in the world, and his drone Gaullebeak can fill in for him when he needs to go get an energy snack. A vital compotent of the team.
In short...don't mess with these guys.
In more real news, the continued exploring of Unnamed Galley (Should we start naming these things so that we can tell them apart easier...?)
Killing a Barb Warrior without taking damage...
...And Demographics.
And then we got a new turn! Wonder of wonders.
More Galley exploring. It'll explore for a turn or 2 more, then swing back to the capital to pick up the Axes we'll be building for Barbtown.
Sam Walton's chop comes in: Granary completes EOT, then will work on a Settler to doublewhip and send to C. Vanderbilt. I think our failed WilliamLP exploration Axe will go cover the city for a defender. Something to note...
The Oracle was BIAFDL and it is extremely easy to tell the one who built it is the Industrious/Financial Sisu. There is a 99% chance that they picked up Metal Casting from the Oracle: Confucianism was not founded, so it cannot be Code of Laws, and Industrious basically means you take MC from the Oracle. They likely also got Buddhism (Priesthood can come from Meditation, after all!), so we might have to end up dealing with Organized Religion Forges. Sisu's Russia might not have a UU/UB, but they are leveraging Huanya to their fullest and look like a promising competitor.
You can get enough experience from barbarians to unlock the Heroic Epic, right? 10 EXP? I'll do that with our Axe (Definately rename it to something like..."Epic Axe") to the north, as we could definately use an HE that our opponents, without the vast empty barbarian spawning reaches, might not have.
Two Graphs of note.
It looks like WilliamLP decided to completely subsume themselves to GNP (Although a large part of that jump is +5 culture from the Hindu holy city) and plummet their production. Unless they start whipping out a million units, it looks like we are south safe.
Demographics. We should catch up in Crop Yield some when we found our 4th and 5th cities in about 5-7 turns (3-4 to finish them and some turns moving).
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He just did some whipping, both his MFG and GNP decreased, so chances are a 2 pop whip, i think he whipped off a Plain's hill and a cottage.
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(June 23rd, 2013, 16:14)BaII Wrote: He just did some whipping, both his MFG and GNP decreased, so chances are a 2 pop whip, i think he whipped off a Plain's hill and a cottage.
Makes sense.
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Man, I had a semi-witty and amusing way to start this turn report, but I entirely forgot...how dissapointing.
Sam Walton's Granary has finished and it should be able to whip out a Settler in 1-2 turns or so. I'm thinking of overflowing into a Worker: Capital won't be building any for a bit and Buick doing so is right out, so Walton building a Worker for the new city makes sense. It also helps run out the whip clock. Another option would be to build an Obelisk, which would allow it to get two nicer tiles (The 3/0/2 Lake and the Grassland Hill) into view. But it'll probably be a Worker.
Hm. Maybe I could chop the second forest into a monument...actually, that wouldn't finish it all, so worthless.
Speaking of Workers, Worker #3 builds a cottage where the forest was chopped down.
Mmmm...after those axes sail after Barbtown, I think I wanna try to plant a city on the desert tile on the island, which could get Clams/Sheep/Stone if it culturally controls the two other continent resources, or be a decent fishing village w/ overseas TRs otherwise. Especially stone, since we already have Marble to our icy north.
BTW, I moved Walton's Warrior (but not Walton's axe) out of the city and towards where John Dodge will be founded, allowing it to defend it (Will get an Axe there when I can) while Epic Axe builds XP for the HE.
David Buick's 1st farm finished, the second one will be finished in 2T I believe. Worker #1 will improve the grassland Deer now that the farm is done, allowing us to start off John Dodge quickly.
Then, I took pics of the two Diplo screens we had:
From WilliamLP's screen, we can gleam that:
He is going to whip us good in early research, due to the gold tile.
A lot of his cities are coastal OR he has some mega-city w/ multiple clams (Unless those are its only food, then it isn't mega...)
He has copper, but no horses, so we don't have to worry about surprise Chariots.
Too bad our silver isn't close...
From Boldxenubrick's screen, we can gleam that:
We have superior food. Corn > Rice, Fish > Clam, and then Cow/Clam are close. But we also have Deer that we are about to hook up, plus the Wheat/second Deer @ John Dodge.
Boldxenubrick have horses, but no copper. They'll likely settle copper or iron soon.
..Aside from that, just thought of what Worker #3 should probably really do: After this cottage, go chop down the forest (Or if he arrives before the city, pre-chop) for C. Vanderbilt to get out a Work Boat quicker. It can borrow a Plains Mine from Standard Oil and finish it in 3T this way. Then, Worker #3 will go and cottage the Flood Plains for it.
Something else I noticed that is curious...
Look at the tile above the ice, 1 left to the fish: It is coast, and if you look at tile bleed, you can see a bit of land there. There is probaably at least one tile of land there. As a result, we should try to get a Galley or something over there to check it out (Possibly whip a second out of David Buick post-Lighthouse?). It is likely just us, but it could have a resource or something on it, and would count as more overseas TRs.
I am thinking in 5~ turns (Around T75), I'll do another overseeing report, or maybe post-Monotheism. I wanna do a large turn report when we get our 5 "core" cities out, anyway, and will see how long until Monotheism to see about delaying the overview report until it comes in.
All-in-all, going pretty good, given our situation. Oh, also, Epic Axe killed that Warrior.
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