Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[Spoilers] Commodore as Washington of the Mongols

As for the cow, AH is high on the agena, yes? By the time workers completed their camp/chop duties, there will be pasture blueprints ready to go.

Commodore Wrote:If I was a bit less worried about losing Stonehenge to TT, I'd say to just chop it out down there. Hrm...now that I think about it...

Yes Yes Yes!

I'm not sure about the others, but I see a world without stone as a incentive to chop it sooner. Stone discourages those that don't have it and encourages masonry for those who do.

A granary first in Hennesy(?) would allow just enough time to research AH -> myst and get workers on the pre-chops...
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Ceiliazul Wrote:As for the cow, AH is high on the agena, yes? By the time workers completed their camp/chop duties, there will be pasture blueprints ready to go.

Yes Yes Yes!

I'm not sure about the others, but I see a world without stone as a incentive to chop it sooner. Stone discourages those that don't have it and encourages masonry for those who do.

A granary first in Hennesy(?) would allow just enough time to research AH -> myst and get workers on the pre-chops...

Wait, so you're suggesting settle going granary first -> Stonehenge? Admirably ambitious. My more conservative notion was going to be Stonehenge at capital while normal stuff and the second city. Still, with careful whip over flow management, I bet I can sink a nice set of hammers into the new city's queue for 'henge purposes. With three chops, I'll be at least competitive with TT. I need a third worker anyway, my action list just went up:

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Sigh, bad C&D on my part. duh
If only you and me and dead people know hex, then only deaf people know hex.

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Commodore Wrote:My more conservative notion was going to be Stonehenge at capital while normal stuff and the second city.

Just cuz you started with hunting again, don't forget the saying about 2 rabbits. No one has more reason than you to grab stonehenge... go get it.

Capital can keep rocking cheap workers and warriors (silver lining on the sneaky copper placement)

ETA: A big reason to do it in the 2nd city is the abundant forests. Also, popping borders in that city sooner gets the Flood plains in play sooner.
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Ceiliazul Wrote:Just cuz you started with hunting again, don't forget the saying about 2 rabbits. No one has more reason than you to grab stonehenge... go get it.

Capital can keep rocking cheap workers and warriors (silver lining on the sneaky copper placement)

ETA: A big reason to do it in the 2nd city is the abundant forests. Also, popping borders in that city sooner gets the Flood plains in play sooner.

I actually expect TT to make a play for the 'henge very soon, as Imp/Org of the HRE screams "expand", and he has a noted fondness for it. On the other hand, though, Mackoti is Creative and Gaspar is Spiritual (meaning easy access to Caste Artists), so I figure it's only TT who is my rival for the wonder. Here's the demos, by the way. I'm surprised no religion has dropped yet.

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Manticore will be making a granary next turn and will have a perfect amount of overflow to do a 1-turn warrior, which will also be timed to coincide with the capital's growth to size-five. Then, as you say, cheap workers time (working the still-strong plains hill riverside mine). I'll be pumping out one every three turns.

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Joe Buckley the scout is still scouting, and I'm a little less certain there is east-west mirroring going on here. I did find some copper, which is nice but not in my bailiwick. Actually a couple lovely city sites there, nonetheless. Allow me to reiterate, navy is going to be important here.

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Next projects: Growing to size 5. Stealing a stone circle. Making contact with others.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Okay, I gotta say...I have no idea at all what happened to the whole mirror thing. This lush site that I'd kill for? Nothing like it near my borders unless the land does very sudden and weird things in the fog.

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Cynical map commentary aside, all things are proceeding apace. It's going to take one extra turn to pop borders so that I can camp the furs, but no big deal...I'll be able to put a turn of pre-chopping into the hill's forest.

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Pity, but nothing else for it. I need another settler for the westward site quickly, as I'm about to be last to two cities. Hopefully the Charismatic high population of Manticore will prove to be enough to make up for that. Certainly, I'm doing fine in GNP and crop yield, although both Mackoti and Gaspar are doing well too.

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Next, Archery and Horseback riding! Or not, not yet. Soon, though.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Is that flood plain site simply the E/W "chewy center"M time will tell. It looks like the distance is about right to make that be the center if the map is a square.

Instead of pre-chopping, could the worker start the road SE from the furs to more quickly complete the trade route?
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Ceiliazul Wrote:Is that flood plain site simply the E/W "chewy center"M time will tell. It looks like the distance is about right to make that be the center if the map is a square.

Instead of pre-chopping, could the worker start the road SE from the furs to more quickly complete the trade route?

I looked at roading, but the worker needed one more movement point. Actually, because of the lack of trade connection, the new city will be a net drain until it can work the encamped furs...which is fine, all that means is I delayed revolting one more turn so that the new city is free until the camp finishes. I'll kick off a granary as soon as I can after the anarchy fades.

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You might be right about the chewy center, although if so then the map is rectangular rather than a perfect square. I hope to make contact soon, as known tech boni would be nice, and diplomatic groundwork would be even nicer. That's a bloody chewy center if it is in the middle, almost as attractive as Gold Valley.

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The stats here are rather nice, and only going to improve next turn (well, discounting anarchy). My cottage has already upgraded to hamlet, and once I'm working the furs too my early tech disparity ought to be completely compensated for. Despite the lack of copper mine, I'll have a MFG equal to the current top once I settle Gryphon and my CY/GNP numbers will be even more dominant. I like Charismatic happiness bonuses.

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Manticore could start working on another riverside cottage or two in a few turns, the growth rate here is going to stay insane. I'll be whipping in infrastructure as needed, although next up is a couple more workers (2 in 5 turns).

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Borders expanded at end of turn revealing that it's peaks all the way down. And hey! Clams! I'd prefer a fish, but beggars can't be choosers, and once a lighthouse is provided those lakes will make for a nice surplus for whipping. Fishing/sailing is probably getting slated in after mysticism.

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Lookin' soooo good.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Revolting next turn saves ~2 gold, costs 1 turn of growth and production forever... not sure that was the right choice, but not a huge deal without improved tiles.

I'm somewat surprised there hasn't been any e/w contact, but your scout is the only one on the map, I suppoe.
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Ceiliazul Wrote:Revolting next turn saves ~2 gold, costs 1 turn of growth and production forever... not sure that was the right choice, but not a huge deal without improved tiles.

I'm somewat surprised there hasn't been any e/w contact, but your scout is the only one on the map, I suppose.

Sorry, I suppose I should have mentioned: What it actually does is save a turn on AH, which lets me pasture one turn faster, which in turn helps speed up the granary, growth, and Stonehenge. The other intangible is that by delaying one turn I could squeeze out a 1-turn warrior, which I'd rather have moving now rather than later. This-turn revolting might still have been better, actually. Eh, what's done is done.

The lack of E/W contact is rather annoying, actually. TT's been as silent as a tomb since the initial emails, and everyone seems to be cheerfully building. On one side note, Gaspar hit the whip last turn, the first of this game I believe.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Those are good reasons for the delaying...

You talked about a 3rd settler immediatey, is this warrior the escort for him?
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