December 23rd, 2014, 08:20
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(December 22nd, 2014, 21:08)Commodore Wrote: We're trendsetters, apparently. Second verse, same as the first, although the civics say that Dtay is even more ahead.
Incan knights incoming. The detour to Construction for catapults and war elephants? Worth it.
As the event log also alluded to, Turn Coat was founded as well. It's in the filler camp, but Fool Moon is giving up the corn a fair bit, plus we have a real need for more dyes (trade bait). So...not going to regret it.
Consider this "settled for silks/whales".
December 23rd, 2014, 14:58
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Even a bad city is worth having
EitB 25 - Perpentach
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December 23rd, 2014, 21:05
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So this was two hits away from being *very* annoying. As it is, though, the mauled galley will repair in Brief Cases while the worker chops then mines some actually decent production for this place.
Barbarian galleys: Awful
December 23rd, 2014, 21:42
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(December 23rd, 2014, 14:58)Mardoc Wrote: Even a bad city is worth having Perhaps, but Turn Coat ain't that. It's cheap because it's near the capital, it has a corn most of the time now, plus farms we need to chain irrigate anyway, plus works two dye plantations, plus gets up and running ASAP due to forests. If that's your idea of a bad city...
December 24th, 2014, 06:38
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(December 23rd, 2014, 21:42)Commodore Wrote: If that's your idea of a bad city... Ok, fine. It's merely a problem of BUILD MORE WORKERS. Cause, see, it doesn't have any of what you described right now - right now it's got a grass forest to work.
EitB 25 - Perpentach
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December 24th, 2014, 22:31
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(December 24th, 2014, 06:38)Mardoc Wrote: (December 23rd, 2014, 21:42)Commodore Wrote: If that's your idea of a bad city... Ok, fine. It's merely a problem of BUILD MORE WORKERS. Cause, see, it doesn't have any of what you described right now - right now it's got a grass forest to work. Good heavens, man! How many workers are enough for you?
Actually, it was a Caste artist worked, last three turns.
December 25th, 2014, 11:51
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Clearly you need enough workers so that every tile in a new city's radius should be improved immediately.
I'm just doing my best out here.
December 25th, 2014, 15:39
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(December 24th, 2014, 22:31)Commodore Wrote: Good heavens, man! How many workers are enough for you? Never work an unimproved tile.
Quote:Actually, it was a Caste artist worked, last three turns.
Ah. Well, that's ok then I guess. Although then I need to know why the Monument...
EitB 25 - Perpentach
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December 25th, 2014, 16:08
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It's a culture city, natch!
Else just a misclick that I rapidly fixed...
December 25th, 2014, 21:45
(This post was last modified: December 25th, 2014, 21:46 by Commodore.)
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A tale of three turns:
ONE:
Plant this dumb city.
TWO:
Get caste artist-y.
THREE:
Plant a great work there, for all to see...
If ever I feel my culture's overthrown, then I'll start it back at one.
So yeah. That's your golden age result, PB22. Whee, made Plako's peninsula a very very bad place. It's a good thing, because we ain't exactly overburdened with great places on the mainland to expand, otherwise. 400 AD, and we're pretty much full up.
Still pumping settlers though, for what it's worth.
Okay, well, there was one more result. Bureaucracy! It's not as great as it could be, but it's still pretty great here in sunny SF. National Epic, then with Metal Casing online I'll go directly on to a forge. Machinery will be paired with CS in two more turns, so aggressive maces with pair with protective longbows for a heaping helping of "ouch" for prospective Incan conquistadors. Because oh yeah you know that one is coming, right?
About twenty turns from a Great Dude...so that's the due date on Economics.
Guilds in say six turns? Then Education line.
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