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Shoot the Moon Wrote:My take is that NC's are much more of a defensive unit than an offensive one (which is fine, having a "get the hell out of our land" unit is never a bad thing, especially as we are fin/exp and want to be expanding, not conquering, at this point).
+1
Exactly why I would like to see Mali attack. I think it would cost them far more hammers than it would cost us. Unless they brought a major dogpile against us, I think we would come out (relative to them) better than we went in to a war with NCs involved.
With 4-5 viable city spots still available for us without any tricky diplomacy, I agree that now is the time to be expanding rather than conquering. Why waste hammers on offensive units when we will have a great defensive unit in NCs?
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The one downside, obviously, is that it is much preferable to fight a war in someone else's land than your own. [/devil's advocate]
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I wish I could log in to see our beautiful new city, but my Internet just crashed (I'm posting this from my phone). I assume everything went according to plan? Where did that barb warrior by Lakewood move?
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Our beautiful new city. I don't think we will quite be able to get the sheep finished in time for the handoff but I'm not concerned. The new worker out of lakewood can do the sheep before being handed over to Krill. It will slow down St. Paul's growth curve, but for now it doesn't have anything to grow into, so I'm not that worried or upset. The nice thing: should relations ever sour with Krill, this will be about as easily defended as any border city we could hope for with the positioning of the peaks.
The barb warrior disappeared. The furs are connected (look at what it does for our research rate!) With enough GNP to spare for a T70 finish time on Maths, do you think we should change to the rice at Lakewood? I'll let you make that call and end turn --- I see the upside either way. If your internet is still down this evening, I will end turn (around 7:30 pm as I work til 7 tonight).
And finally, the bad news: The white borders we hit were London. I would still like to draw up Anglo-Carth borders where I had them in the screenshot, however I believe more compromising will have to be done:
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That is one nice empire.
I have to run.
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I wound up switching us to the rice. It just works out a lot better for micro business, I think.
I decided to do some planning for Lakewood and Boring going forward (I will put these in my first post, and have also done some signs in-game for reference.)
Lakewood: Warren, after finishing that cottage for the capital, moves 1N and chops that forest. That chop will come in on t71, and give us 31 hammers overflow. I think we should also single-pop whip that turn, to let us overflow 60 hammers into another worker, which would complete on t73. We should lose only 1 hammer to the overflow bug (*Remind me to check that we won't be losing more hammers that turn*), which seems worth it to me for getting that worker out a turn sooner than waiting to put the whip into that second worker on t73.
Boring: Obviously, the two workers move East and farm. On t68, I have Bill moving onto the forest-hill to chop it. On t69 (camps take 5 worker-turns, right?) Lawrence moves onto the marble and roads (roading towards the copper so that when the borders pop, we can immediately hook it up.) On t71, Bill's chop comes in, at which point we 2-pop whip the library. This gives us a 25 hammer overflow, which we can apply to a chariot.
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By the way, we got a message from Krill:
Quote:Hi guys,
Just a confirmation of the deal, 2 workers to be delivered to me on t68, and a third worker to be delivered on t78, along with the rights to the corn city in exchange for you settling of the plains hill for the sheep and horse.
Congratulations on settling the sheep city, hopefully you can get the horse and sheep hooked up quickly ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Krill
I think we should just send a quick note confirming the agreement and saying that we will have our 2 workers on the hill 1S of the fur just outside his western border on t67. We could ask him which tile would be best for us to move them to on t68 to gift them.
Completely unrelated to that email, but of the people we have contact with, it looks like we tied to be the first to 4 cities. Krill is still at two (I wonder what he plans to produce with the chops from the workers we are giving him...), and team DIM settled a city this turn.
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novice Wrote:That is one nice empire.
Thanks, novice!
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Shoot the Moon Wrote:By the way, we got a message from Krill:
I think we should just send a quick note confirming the agreement and saying that we will have our 2 workers on the hill 1S of the fur just outside his western border on t67. We could ask him which tile would be best for us to move them to on t68 to gift them.
Will do shortly. It seems pretty straightforward.
[/quote]Completely unrelated to that email, but of the people we have contact with, it looks like we tied to be the first to 4 cities. Krill is still at two (I wonder what he plans to produce with the chops from the workers we are giving him...), and team DIM settled a city this turn.[/quote]
I've watched # of cities every turn. I think A4 beat us by a turn to 4, but they were the only one of our contacts to do so. And really, I'm surprised at how little St. Paul is costing us considering its distance to the capital and that it is the 4th city. In fact, it is making 3 beakers, and costing us 3.5 gold so it is almost breaking even. (I know, that doesn't account for the increased spending across the empire, but it will be turning a profit sooner than I guessed).
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Shoot the Moon Wrote:I wound up switching us to the rice. It just works out a lot better for micro business, I think.
Thanks. I was leaning in that direction but only slightly. I think now that we have the furs online, the three food:two beaker is a good tradeoff.
Quote:I decided to do some planning for Lakewood and Boring going forward (I will put these in my first post, and have also done some signs in-game for reference.)
Lakewood: Warren, after finishing that cottage for the capital, moves 1N and chops that forest. That chop will come in on t71, and give us 31 hammers overflow. I think we should also single-pop whip that turn, to let us overflow 60 hammers into another worker, which would complete on t73. We should lose only 1 hammer to the overflow bug (*Remind me to check that we won't be losing more hammers that turn*), which seems worth it to me for getting that worker out a turn sooner than waiting to put the whip into that second worker on t73.
Boring: Obviously, the two workers move East and farm. On t68, I have Bill moving onto the forest-hill to chop it. On t69 (camps take 5 worker-turns, right?) Lawrence moves onto the marble and roads (roading towards the copper so that when the borders pop, we can immediately hook it up.) On t71, Bill's chop comes in, at which point we 2-pop whip the library. This gives us a 25 hammer overflow, which we can apply to a chariot.
It all sounds good. I'm especially excited for Boring giving us our first non-capital border pop. Doing some quick mental math, the library would finish T72, and take 5 turns to pop, so we can start mining the copper on T77. If we pre-road (are we planning on it?) we can have it mined around T81. Does that sound about right?
Oh! and I'll have to double check in game, but I'm pretty sure the camp only takes 4 worker turns.
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