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Ichabod has just told me he won't be able to play his RB games due to personal reasons, duration unknown.
I'll have a look ingame tonight, unless someone else wants to step in.
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Better you than me (see my signature ).
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DaveV Wrote:Better you than me (see my signature ).
Oh man, I better start practising my BtS skillz... I don't have a Darrell to blame when things go bad.
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Hey, everyone!
I'm back... or maybe partially back, as I'm not 100% at the moment. Anyway, I think I'm good enough to play the turns and let Ilios free of this. :neenernee
A big thanks to Ilios for his promptness in helping me, fortunately, things weren't as serious as I originally thought.
I'll try to keep things updated as best as possible, but this may be no updates for some time.
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Ichabod Wrote:things weren't as serious as I originally thought.
Good news. Whatever it is, I hope it gets better.
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DaveV Wrote:Good news. Whatever it is, I hope it gets better.
Thanks, Dave. Things are definetely looking up.
[SIZE="3"] Turn 600-575 BC:[/SIZE]
So, let's how things are after my quick break. Everything seems pretty nice. We have enough military and very bid cities. Need some more workers and, after that, cities.
Here's the micro in envy from the last two turns.
So Envy will grow to size 8, finish the spearman and then it'll make workers while getting a scientist for the capital. Likely tiles will be fish, fps, iron and silk. A very good city, I might say!
The capital Sloth is also at a very big size: 9! It could grow to size 10 with a monument, but I think is better to get some workers first. I also need to improve some mine so I can work an improved tile and not a scientist.
The tech plan is to accumulate some gold, tech some cheap religious techs/backfill and then go currency. Why waiting? To get the bonus from Sunrise completing the tech... But now that I think of it, the Trade Route money will probably be worth more then the little % from the known tech bonus. So I think is best to go for Currency next turn.
Our axeman got into some troubles in Mooglestate:
That's two shock axemen. My god, that's some nasty barb activity. I made a desperate effort in the tech thread to help this poor guy, but maybe he's toast. SleepingMoogle is using a Starcraft theme, by the way.
Demographics:
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DaveV Wrote:Good news. Whatever it is, I hope it gets better.
QFT.
Welcome back Ichabod!
fnord
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Welcome back Ichabod.
Having played a couple of turns, I have a couple of observations:
- Agreed with running 2 Scientists at Envy, so we can finally get that first GP!
- I strongly suggest unfogging the area between us and Rome, if only to locate a source of Horse.
- As soon as Sloth has popped its borders for a third time (grabbing the flatland grass Iron), I'd found a city on the desert Stone. The iron mine will speed things up nicely, and the city will grab Bananas once it pops its borders. Most importantly, it will ensure your empire is continuous again. (I wouldn't have founded that eastern city, it is very vulnerable to attack)
- I should have told you that we already met Moogle ingame, and shouldn't invade his lands. Mea culpa.
- Next city should be one that seals our borders with Sunrise to the southwest. I'd make sure to found it so that there are no hills on the ring of southern tiles.
- Tech wise I think Currency or Metal Casting should be next. My vote goes to Metal Casting.
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Ilios Wrote:Welcome back Ichabod.
Having played a couple of turns, I have a couple of observations:
- Agreed with running 2 Scientists at Envy, so we can finally get that first GP!
- I strongly suggest unfogging the area between us and Rome, if only to locate a source of Horse.
- As soon as Sloth has popped its borders for a third time (grabbing the flatland grass Iron), I'd found a city on the desert Stone. The iron mine will speed things up nicely, and the city will grab Bananas once it pops its borders. Most importantly, it will ensure your empire is continuous again. (I wouldn't have founded that eastern city, it is very vulnerable to attack)
- I should have told you that we already met Moogle ingame, and shouldn't invade his lands. Mea culpa.
- Next city should be one that seals our borders with Sunrise to the southwest. I'd make sure to found it so that there are no hills on the ring of southern tiles.
- Tech wise I think Currency or Metal Casting should be next. My vote goes to Metal Casting.
Thanks again, everyone. It appears that I need to do more than just one flew over the cuckoo's nest to go completely insane.
Anyway, I played turn 550, so lets have a look at it!
[SIZE="3"]Turn 550 BC:[/SIZE]
This is the destiny of the poor unnamed-that-was-supposed-to-get-one woody 2 axe.
At first I was really sad, since it appeared that Moogle killed him cleanly. But then I realized that he actually killed 2 of Moogle's units. An acher and a shock axe. Good job, mate!
If you look closely, you'll se that the axe that killed him attacked on turn 550 BC, not 575 BC like the other ones. I guess Moogle thought he could cross the river and attack without the penalty using the road, but he failed due to no construction. So he sent an archer to soften up my axe and an axe to finish it, which failed. It was a pity that I couldn't move my guy first this turn. He'd have gained at least 2 xp, but maybe even more...
Look at all the Great Generals, by the way...
Envy keeps on scientist generation duty:
15 turns... Everything takes so long in normal speed. It seems I'm not doing anything. Since I only lurk quick speed games, I keep thinking that my opponents are probably with 12 cities and rifles already... Well, I wouldn't really doubt about the 12 cities.
Following Ilios instructions, I sent this guy to explore a bit to our west, on the look for nice resources and especially on the look for horses.
The spearman that was completed in envy stayed back for defense. I'm actually feeling pretty secure about defense, we have a nice number of skirms. The only thing needed is to connect gree to the rest of the empire. I like Ilios proposed stone city. I think I'm going to settle other cities first, because the next border pop from the capital will take 70 turns...
Overview of the empire:
I'm gunning for currency now, since we gain more by going currency first than Metal Casting first. Going Code of Laws and Civil Service might be a good idea, especially since we get known tech bonus from Sunny Rise.
Any questions?
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So, I and Ilios had a chat and we decided some things:
1. We will try to get Taoism by bulbing Philosophy with our GSci. So, our tech path will be:
-MC (if possible to complete without delaying the bulb) -> Meditation -> Alphabet -> Currency + Bulb Philosophy
Then we will go to Civil Service, grabbing religious techs, HR and CoL on the way, so we can revolt into HR, Bureau and Organized Religion. QUESTION TO FRIENDLY LURKERS: Will that be a only 1 turn revolt?
The objective of this is getting Taoism, so it may be aborted if bad things happen...
2. We will build a Lighthouse by chopping and whipping in Acedia and we will put the overflow into Moai Statues.
3. Greed will whip its granary this turn and probably build a worker working corn + gold. It also needs a lighthouse to grow working 2/0/3 tiles.
4. Envy will grow to size 9 before finishing its worker.
5. Sloth will finish the worker fuelled by a chop and whill whip another settler to settle a city west of Lust, in a plains tile south of Wroth's cow.
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