November 18th, 2014, 15:08
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Presumably the Cottage at 54 again? Which others? (guess I'll see this evening)
Turn rolled BTW and Colossus is still in play....
November 18th, 2014, 15:10
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No, I switched from flood plains farm to the sheep in Stronghold and from green farm to flood plains farm in 54.
November 18th, 2014, 15:15
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Dtay is still expanding... He is becoming a threat. But he must be unable to supply army for now and the nearest soon, though we need to draw a plan how we are going to supress him.
November 18th, 2014, 15:27
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I think our goal is to cut him from islands using our triremes. Currency is right tech and we can not let him work it out and must do our bests to delay it. He relies on it. We are really far behind. We have no granaries. But sharp axes, long spears and high walls must be able to stop him.
November 18th, 2014, 15:33
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(November 18th, 2014, 15:10)OT4E Wrote: No, I switched from flood plains farm to the sheep in Stronghold and from green farm to flood plains farm in 54.
Ah, I forgot that Stronghold could reach Maryland's Sheep!
Good catch.
November 18th, 2014, 15:49
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(November 18th, 2014, 15:27)OT4E Wrote: I think our goal is to cut him from islands using our triremes. Currency is right tech and we can not let him work it out and must do our bests to delay it. He relies on it. We are really far behind. We have no granaries. But sharp axes, long spears and high walls must be able to stop him.
Been thinking about that, and the best way to keep him off the Northern Islands will be to settler the "later" coastal spot earlier than we had planned since it blocks that access. In fact I think we need to prioritise setting our side of the border before he gets frisky and decides to push over it.
Settling order is probably Horses, then "front" city and "later" about the same time; we can maybe leave "Wonder" until after that - and since Pyramids have gone, maybe HG there?
Did I mention in-thread that he hooked his Copper up in the last couple of turns?
I'll take some shots tonight so that we can discuss Settling plans for after the Colossus comes in. Maryland's going to be a strong city once it gains a few pop and can really help us get back on track.
November 18th, 2014, 16:05
(This post was last modified: November 18th, 2014, 16:08 by OT4E.)
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(November 18th, 2014, 15:49)Dreylin Wrote: (November 18th, 2014, 15:27)OT4E Wrote: I think our goal is to cut him from islands using our triremes. Currency is right tech and we can not let him work it out and must do our bests to delay it. He relies on it. We are really far behind. We have no granaries. But sharp axes, long spears and high walls must be able to stop him. Been thinking about that, and the best way to keep him off the Northern Islands will be to settler the "later" coastal spot earlier than we had planned since it blocks that access. In fact I think we need to prioritise setting our side of the border before he gets frisky and decides to push over it. I think he will rush galley in a few turns and plant island soon to get currency. Disturbing this plan can prevent him from getting HA, getting currency, getting monarchy at least for some turns. Each turn can be vital, so we need to be ready to blockade and raze it ASAP.
(November 18th, 2014, 15:49)Dreylin Wrote: Settling order is probably Horses, then "front" city and "later" about the same time; we can maybe leave "Wonder" until after that - and since Pyramids have gone, maybe HG there? Wonder city gives us furs first of all. It is not bad and has possibilities to grow and make farms. I would also like to prepare it for some later wonder. Prepare means building granary and forge by its own without chopping. I think we need HG in the cap or nowhere. May be we need to mine surroundings, make forge and try to make HG after with some overflow tricks.
(November 18th, 2014, 15:49)Dreylin Wrote: Did I mention in-thread that he hooked his Copper up in the last couple of turns? I noticed that you made a sign Btw, lets try to remove useless signs. It is a bit distracting when all the map is in signs.
November 18th, 2014, 16:22
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(November 18th, 2014, 16:05)OT4E Wrote: (November 18th, 2014, 15:49)Dreylin Wrote: (November 18th, 2014, 15:27)OT4E Wrote: I think our goal is to cut him from islands using our triremes. Currency is right tech and we can not let him work it out and must do our bests to delay it. He relies on it. We are really far behind. We have no granaries. But sharp axes, long spears and high walls must be able to stop him. Been thinking about that, and the best way to keep him off the Northern Islands will be to settler the "later" coastal spot earlier than we had planned since it blocks that access. In fact I think we need to prioritise setting our side of the border before he gets frisky and decides to push over it. I think he will rush galley in a few turns and plant island soon to get currency. Disturbing this plan can prevent him from getting HA, getting currency, getting monarchy at least for some turns. Each turn can be vital, so we need to be ready to blockade and raze it ASAP.
Agree that we probably need to guard against this eventuality, however I don't actually think he knows about those islands - at least from what I suspect about his exploration. Plus they are clearly closer to us and I doubt he's looking to provoke a war right now. He does have islands that we know about to the South, and I'd be surprised if there also wasn't something to his West as there is behind us.
(November 18th, 2014, 15:27)OT4E Wrote: (November 18th, 2014, 15:49)Dreylin Wrote: Settling order is probably Horses, then "front" city and "later" about the same time; we can maybe leave "Wonder" until after that - and since Pyramids have gone, maybe HG there? Wonder city gives us furs first of all. It is not bad and has possibilities to grow and make farms. I would also like to prepare it for some later wonder. Prepare means building granary and forge by its own without chopping. I think we need HG in the cap or nowhere. May be we need to mine surroundings, make forge and try to make HG after with some overflow tricks.
Do we get Furs first-ring with the current site, or only after the border pops? There's also the pesky Aqueduct we need to fit in the build queue before HG as well (although at least it's EXP cheap).
(November 18th, 2014, 15:27)OT4E Wrote: (November 18th, 2014, 15:49)Dreylin Wrote: Did I mention in-thread that he hooked his Copper up in the last couple of turns? I noticed that you made a sign Btw, lets try to remove useless signs. It is a bit distracting when all the map is in signs.
I've been trying to keep the numbers down (I typically delete Barb ones when the unit is confirmed killed, for example), but there have been a lot out to keep track of the Colossus plan. I'll run a clean-up tonight and look to move some of the foreign notes offshore.
Any thoughts on Worker priorities going forward? My vague plan is:
Use 1-2 to get the Corn at Rhodes hooked ASAP.
Farm the FP at Stronghold and then chop the indicated tiles into the Settler for Horses. These can then follow out to improve the new site.
Get at least one (2 would be better) back to the North to Farm the FP at Los Millares and add some Cottages.
Are we going Currency next, or do we have more to gain by Alphabet? I reckon that Commodore would be happy to share Trade Routes with us and he's a natural ally against dtay. I was thinking that we will need to be careful about how we settle / garrison the islands wrt Commodore's feelings, since they sit off his coast as well - maybe we let him grab the second island, or we leave the one closer to him ungarrisoned?
November 18th, 2014, 16:39
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Need to think about it. Alphabet is good if we find at least one more partner to trade with across the sea and it gives nice discount for currency. But it also reveals our techs to others and it can hardly compensate it own beaker cost.
Settling 2nd island is hard thing and risky. I think that aiming the first one source of food (hill placement) is way more realistic.
November 18th, 2014, 16:43
(This post was last modified: November 18th, 2014, 21:16 by Dreylin.)
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My understanding is that since Tech Trading has been moved to Paper, that Tech visibility also does not switch on until that point - I've got a single player game at about that era, so I can check tonight.
Leaving the second island is the safer "play nice with Commodore" option for sure, and since we're going to have space out East may be the best way to go.
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