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RBP7 [SPOILERS] - The Chronicles of Nyania

I'm considering a Galley after the Library in I'm On A Boat! My reasoning is that this city doesn't have a Barracks, while the capital does - so it makes more sense to produce the land units to defend the south in the capital, while I'm On A Boat! produces the naval units.

A Galley would be useful for exploring the apparent island up north, as well as potentially ferrying units over later if it looks to be worth settling. It could also defend against any barb Galleys if they appear. Or else it could take out spying Work Boats from other nations if we want. tongue
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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I actually think we have more quality land now than everyone in the game.

So, do we have sailing yet? Might be worth building Moai in I'm On a Boat.
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Not sure about that. I recall Lewwyn (or someone) posting a pic of a different, larger area of flood plains - also mixed in with some Gold. Plus according to Tatan, Sunrise apparently has a quadruple power-resource start (double Gold, double Gems).

The land that we have over in the west is pretty good, sure, but don't forget we still haven't settled it yet - much less brought those cities up to speed. Whereas some other nations around the world have apparently had equivalently good land since the start of the game, so have been developing it for 50-80 turns. We've still got a long way to catch up... forced war to acquire decent land does take its toll. It's always better to start with good land right off the bat. wink

We do have Sailing. I think Moai isn't a good idea for I'm On A Boat! though... so many better places to put it. Still a while before that decision needs to be made anyway. I'll try to screenshot the places I'm considering next time I log in.

Speaking of new cities... even after this Settler for the 7th city, I think we want at least 2 more in short order. Best to get all this good land up and running ASAP - we're far enough behind as it is. Problem is there isn't any good place to build Settlers apart from the capital, and they can only be produced there once every ~7 turns. Hmm, maybe Pwnage can help out with one after it finishes its Library, or perhaps Trololopolis can contribute. Will have to think about how to fit them in.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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So here are the two options I'm considering for the Moai Statues, aside from the capital. The slightly worse one is quite nearby:

[Image: Civ4ScreenShot2633.jpg]

The slightly better one is further away, though it'll be close to our borders once we've settled the Corn-double Gold city in 7 turns.

[Image: Civ4ScreenShot2632.jpg]

Both cities are worth settling at some point, if only as Settler/Worker pumps - but which one should host the Moai? I'm inclined towards the Horse-double Fish city if we can manage it, though it'll probably take a little longer to get up and running.

...Or we could build it the capital. Boring, perhaps, but not too shabby.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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I think I'm with you on the second spot.
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So after Literature/Masonry, there are a few options as to directions we could go in.

* Mathematics: Good on its own merits, for adding 50% to forest chops. Also a prerequisite to both Currency and Civil Service.

* Mathematics -> Currency: Important bottleneck tech as always, although less so than in regular games due to the Always War thing. It's impossible to get Open Borders with other civs, so right now we'd be limited to +1 commerce per city from Currency. Not exactly game-changing, though still somewhat helpful. Markets would give +1 happy, though for a tremendous amount of early hammers.

* Priesthood -> Code of Laws; and/or Mathematics -> Currency -> Code of Laws: Given our fairly large and growing empire, Courthouses would help out a lot with the economy. Especially given that we're Organized, so they'll be half price at ~60 hammers apiece.

* Priesthood -> Monarchy: Wonderful for happiness, since we have a large home army to defend against barbs and other players as well as a source of Wine that our culture will expand to before too long. Basically this tech would mean +2 baseline happiness in all cities, along with more happiness for each military unit we can bring in. In turn, this would allow MANY more cottages to be worked. Might even be more beneficial to the economy than Currency.

* (Code of Laws) -> Civil Service: Bureaucracy is always helpful, though less so in this game considering our very mediocre capital. Actually we might want to consider moving that at some stage... Pwnage seems like a much more a logical place for it, especially post-Academy.

* Metal Casting: Forge would give +1 happiness as well as the extra production, plus we'd get Triremes. Not much else going for it.

So regarding a potential tech path for the future, here's what I'm considering penciling in:

Aesthetics -> Literature -> Masonry -> Priesthood -> Monarchy -> Mathematics -> Currency -> Code of Laws -> Civil Service -> Metal Casting

Thoughts? It's an awfully long list to get through, but we really have to slog through all these techs before any others if we want even a slight chance of being economically competitive in this game. Code of Laws could potentially be shifted before Mathematics or even Monarchy if we wanted. Aside from that, things are unfortunately fairly rigid. We can't really afford to grab anything else on the side for quite a long time... with the possible exception of Construction (if we're forced that way).
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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I think it looks good since it looks like we need monarchy asap.
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It's a shame, because it would be nice to e.g. grab Calendar for a shot at MoM, or Music for a shot at the Great Artist, or Theology for a shot at Christianity and the AP. However, the top dog(s) in GNP are so ridiculously far ahead right now that they've basically already got those things in the bag. That's to say that even if we focussed all-out on one of these things, we'd probably still be beaten to it. So better to just concentrate on building our economy and hope that some of the kingpins get taken down a notch or two by their neighbours in the meantime.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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the first site has a commerce advantage - 10 coastal, vs. 6 coast and 5 ocean.

the second site has 2 dead tiles, the first one 3, though two of the tiles on the first could have forests grow on them.
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AutomatedTeller Wrote:the first site has a commerce advantage - 10 coastal, vs. 6 coast and 5 ocean.

the second site has 2 dead tiles, the first one 3, though two of the tiles on the first could have forests grow on them.
Actually it's 9 coast and 1 ocean Fish vs 7 coast including 1 coast Fish, and 5 ocean including 1 ocean Fish. Overall the two sites are quite close in usefulness, though the fact that the western one gets an extra +2 food per turn as well as a third (hammer) resource does make it fairly attractive. But the eastern spot would be perfectly respectable too.

"Dead tiles" are nearly irrelevant in the early game when considering where to plant cities, and even later on. If you have a city with 3-4 great resources and 10+ dead tiles, it's still a very good city.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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