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Turn 95 micro done.
A turn of saving is enough to guarantee Currency in two turns, so that's one worry out of the way. Things ended up being less critical than I thought it might be as we had three cottages grow into hamlets this turn. Every little bit helps!
The chop came in for Nemedia's Hammam, but I think we'll want to swap it to a courthouse next turn before we whip it for two pop (on the turn we revolt to Caste Systems). Then we should be able to get the courthouse and the hammam out in pretty short order. I don't think we want to whip anywhere else before we switch to Caste Systems (Ophir would benefit greatly from the whip, but needs to grow for the GPP). Aquilonia could whip out a settler or something, but I think it hammers it out almost as quickly.
Discussion with WK led to us changing the monastery build in Zingara to an archer, and we'll keep on archers here until MC comes in, when we'll switch to a forge. I guess I should start looking at trying to pre-chop a couple of forests for the forge here. We're leading most of the demographics this turn, so we're going to be a pretty big target for PAT. Let's make sure we can defend what we've claimed.
AH, if Carthage weren't so close I think I'd agree with Red Dot (as you're right that Krill is low in power for the moment), but if Carthage head for Zingara (a pretty likely case) we'd have no way to support Red Dot if Krill attacked. Iron has the hidden benefit that a pair of workers are headed there right now to hook iron, so they should be able to pre-chop a couple of forests to get it jump started.
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Sockboy Wrote:The chop came in for Nemedia's Hammam, but I think we'll want to swap it to a courthouse next turn before we whip it for two pop (on the turn we revolt to Caste Systems). Then we should be able to get the courthouse and the hammam out in pretty short order. I don't think we want to whip anywhere else before we switch to Caste Systems (Ophir would benefit greatly from the whip, but needs to grow for the GPP). Aquilonia could whip out a settler or something, but I think it hammers it out almost as quickly.
Yeah, we need the courthouse there. The extra EP's wouldn't hurt either.
Sockboy Wrote:Discussion with WK led to us changing the monastery build in Zingara to an archer, and we'll keep on archers here until MC comes in, when we'll switch to a forge. I guess I should start looking at trying to pre-chop a couple of forests for the forge here. We're leading most of the demographics this turn, so we're going to be a pretty big target for PAT. Let's make sure we can defend what we've claimed.
I'm not sure about archers until MC, especially without a barracks. I actually do want a monastery in there (changed my mind) since Krill will probably be completing the AP soon (he's Hindu, I guess he could change it to keep the hammer bonus local, but then that would ruin the election part of the AP) and the science bonus is useful. Or maybe a courthouse could be good.
Sockboy Wrote:AH, if Carthage weren't so close I think I'd agree with Red Dot (as you're right that Krill is low in power for the moment), but if Carthage head for Zingara (a pretty likely case) we'd have no way to support Red Dot if Krill attacked. Iron has the hidden benefit that a pair of workers are headed there right now to hook iron, so they should be able to pre-chop a couple of forests to get it jump started.
IMO, I don't think they plan on attacking, although we should still be preparing for one if they do. PAT was mainly recruiting researchers but didn't expect both Portugal and Byzantium to join our side. Their advantage is GNP, so they should be preparing for defense. Carthage is doing just that (they are 2nd or 2rd in power) but Krill is slacking off a bit, and that could cost him. (We aren't attacking yet though, I fully expect one of PAT to finish Feudalism anytime soon).
But yeah, red dot is nice but too vulnerable ATM.
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OK, we are 1st in GNP with 133 without currency while Carthage has 118ish with currency? Wonder what the scene will be like when we get currency? We also have a similar lead in food, and are just winning in production. Although I think we will be safe from a dogpile in the near future since the others need currency from us and we are producing a GP for the elaborate bulb plan.
In other news, we also have a trade route with Portugal. Now that we have trade routes with several CUDDLE members, I think we should cancel OB with Carthage this turn. What do you guys think?
April 22nd, 2010, 01:56
(This post was last modified: April 22nd, 2010, 01:58 by Sockboy.)
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I haven't checked in game recently but with Trade routes to India, DIM and Portugal would we have enough to fill 14 slots? If so then we should cancel borders with both Krill and Carthage I think. It might be worth getting other teams to do likewise if it won't affect their teching. Only issue is if our route to Portugal somehow goes through Carthage/Krill but I can't see how that would be possible. We might also want to try and hook trade routes with the Incans to our north, although we'll still probably have war penalties with them (same as with Ruff). Anything we can do to slow their teching is to our benefit.
Edit: Actually rethinking that, I'd probably wait until we have currency to see the situation... Particularly as it might impact our research time to Currency. (I think it won't, but it could)
Question for lurkers: If the export/import tab shows us at +12, i.e. the total sum of all trade routes (which I think it does), does that indicate that we're not providing anyone trade routes at the moment? If so, then closing borders won't affect anyone other than ourselves...
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I wouldn't cancel with Krill yet simply because we might get some useful info when we scout him in 2-3 turns. I fully expect him to cancel it any moment though. Canceling OB post-currency with Carthage is probably the right move.
In other news, we have some news with the Incan NAP:
Quote:Greetings JANK
I've heard that you wanted a NAP extension with our team. We are happy
to agree to one. What do you think until T120?
Enough Talking!
WarriorKnight of A4
Quote:Dear Ottomans,
We would be happy to sign that but would also be happy to sign an indefinite NAP with a 15t cooldown.
How does that sound?
Nakor for JANK
I don't like it. AWTA are most likely going to attack them at some point (probably after the PAT threat is over). Canceling the NAP is saying "We are DOWing you, but we'll give you 15 turns to prepare for it". Then again, refusing to sign one with a cooldown period might make them think that we are going to DOW them at some point. (Not to mention that we could cancel it next turn and watch the hilarity )
Still, I'd rather sign my original proposal. Thoughts?
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i'd go for your original NAP, cool down periods don't favour attackers and i can only ever see us attacking them not the other way round.
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New turn:
England has popped a GS and bulbed philo and Mali now have Aesthetics. I'm certain Carthage will have a new tech next turn too (could be any Medieval tech but I think Feudalism is more likely than CS). At least currency is due next turn.
Yeah, it sucks, but that's why we need to attack them. Can't let them run away with the game tech wise.
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There is some good news though, looks like Ruff has completed the shrine. Also there is a Buddhist missionary headed our way that will probably be given to us next turn. That, combined with the ability to trade gold next turn, will do wonders for CUDDLE.
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Turn 96 micro done.
I've dialed research down to 50% which with the completion of another cottage lets us complete Currency next turn (just). It also lets us keep the majority of our treasury. I'd suggest we wait until Carthage has played in case they decide to close borders or something. It'd also be good to play before Carthage next turn if we want to close borders with them, they have a Numidian Cavalry on our road system ready to move into our capital. The only concern I have is they have a warrior sitting around in Ophir at the moment, which will probably bounce down next to our iron once we close borders, and we've got two workers in the area laying down roads. Maybe we should move a HA over to the area also? If we move one this turn it can cover the worker who's roading the iron outside our borders. They could pillage the road out of spite also I guess. It'll be outside of our borders for two turns (I forgot about the anarchy turn when planning this). Alternatively we could not quite complete the road and send both workers into the foresthill to chop for a turn. This might be a good precaution anyway.
EDIT: This is impossible. There is no road on the iron to make it possible. If the warrior pops onto the iron tile it's best not to complete it, as he can pillage it. I think if he pops next to the iron then he can't pillage it before the border covers the tile, but will need to check if this happens. I think he will teleport to the iron tile though.
Dialing down our research has us at #3 on the GNP demog, and someone has surpassed us in production. I think Krill's production spiked recently so it might be him? Let's keep an eye on his power graph.
EDIT: Also, don't forget to whip Nemedia before we revolt to Caste Systems next turn!
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Quote:i'd go for your original NAP, cool down periods don't favour attackers and i can only ever see us attacking them not the other way round.
I agree here, let's stick to short term NAPs for the moment. I think I would just ignore their proposal and say "thanks for signing the NAP til t120". Either that or say we'd like a short term one up front and we'll consider discussing a longer term one down the road. Actually, that's probably better for mending fences for the moment. We can burn those fences later
Have we got Open Borders with them?
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