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RBP3 [SPOILERS] - Zara of the Ottomans

Quote: sunrise089: hi
i wanted to let you know we had got your Rifling attack email(s)
me: k
sunrise089: we definitely agree that is a good time to try another attack

jive
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If you want to get Janns on the wooded hill then I think you should get a worker pair to road the fur tile, F and K should be free this turn if you want (it'll delay a farm by a turn, but it won't be worked for another 4 anyway). Otherwise it might be important to get janns in the wooded tile to the SW of Turan, a couple of pikes there could cover a mounted stack with a turns warning, although we could hit them with our cats then.

I've routed M+S over to Brythunia to get some cottages up there, they can do some busy work along the way, helping with a farm and roading a forest tile.

The numbers for the Mayan city have moved to give them something like 420 hammers in their wonder, which is around 65 hpt. We *can* get the GE out next turn if we run a couple of extra specialists, so they can get at least 2 more turns of production into their wonder before we can complete it with the GE. So I guess they can get something like another 130 hammers, so 550ish? How many hammers is ND? 550? It'll be pretty close.

As I see it, if we run two more specialists this turn then we can either pip them if they fall a few hammers short, or we get into a tie situation. If we just let the GE finish naturally, then we should be able to see which wonder the Mayans are gunning for as I don't think there are any wonders which are more costly than the ND at the moment, but at the risk of not being able to steal the ND if Maya can't keep up their production. Thoughts guys? We need to decide this turn.

There is another city which looks like it's building a wonder, Swiss is building something large in the capital, it's got 297 hammers in it at the moment. I guess he whipped some overflow into it since it wasn't showing up last turn.
We should keep an eye on this one too, but I think it probably won't be an issue.

We should discuss what improvements we want around Turan also, I'm a bit wary of improving some of the grassland since it's pretty close to the Carthaginians, but it needs to be done sooner rather than later. Maybe it'd be best to get a stack of 5 workers here so we can farm the tile in a single turn or something? Do we want any improvements on the plains tiles (watermills?)?

Oh and good news from Sunrise, lets get mobilised smile

Final point, I've set a missionary build in Ophir as per our Globe plans, this should be whipped next turn (T139). Don't forget this since a turn delay will change it from a two pop whip to a one pop whip, which is obviously bad. I might not be able to log-in over the weekend, so I've put up a few more signs than I normally would smile Hopefully it'll keep the workers busy until I get back, if not then just do what you think is best, we're all on pretty much the same page I think.
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Sockboy Wrote:If you want to get Janns on the wooded hill then I think you should get a worker pair to road the fur tile, F and K should be free this turn if you want (it'll delay a farm by a turn, but it won't be worked for another 4 anyway). Otherwise it might be important to get janns in the wooded tile to the SW of Turan, a couple of pikes there could cover a mounted stack with a turns warning, although we could hit them with our cats then.

I think both will be important. I'm not sure if we can road the fur tile this turn but I'll try and get it done asap. I also plan to put the Janns on the tile you mentioned to disuade them for going to Turan.

Sockboy Wrote:I've routed M+S over to Brythunia to get some cottages up there, they can do some busy work along the way, helping with a farm and roading a forest tile.

Good, but they were farming to Koth. Will some workers currently on Globe move to finish that after Globe is up and running?

Sockboy Wrote:The numbers for the Mayan city have moved to give them something like 420 hammers in their wonder, which is around 65 hpt. We *can* get the GE out next turn if we run a couple of extra specialists, so they can get at least 2 more turns of production into their wonder before we can complete it with the GE. So I guess they can get something like another 130 hammers, so 550ish? How many hammers is ND? 550? It'll be pretty close.

As I see it, if we run two more specialists this turn then we can either pip them if they fall a few hammers short, or we get into a tie situation. If we just let the GE finish naturally, then we should be able to see which wonder the Mayans are gunning for as I don't think there are any wonders which are more costly than the ND at the moment, but at the risk of not being able to steal the ND if Maya can't keep up their production. Thoughts guys? We need to decide this turn.

TBH, I'm not that bothered if we lose ND, as I would like an artist to bomb one of Carthage's cities so we can hold them off while we go after Krill, and we can't do that if we get ND. ND is nice, I agree, but getting an artist for the attack will really help. Additionally, it looks like we might be in a tie situation even if we rush the specialists out this turn, which I don't want to gamble on.

Sockboy Wrote:We should discuss what improvements we want around Turan also, I'm a bit wary of improving some of the grassland since it's pretty close to the Carthaginians, but it needs to be done sooner rather than later. Maybe it'd be best to get a stack of 5 workers here so we can farm the tile in a single turn or something? Do we want any improvements on the plains tiles (watermills?)?

Well, farming the grass tiles seems obvious enough. Although I'm a bit wary of cutting the forest SW of the city since they can them 1 move the city again. A Janny in a forest should be enough to disuade them from attacking since it'll be around 16-17 strength.

We'll have to improve the plain tiles. Watermills are a good choice since they turn the tiles into grass hills (for tile yield anyway), which helps keep the food surplus up. Otherwise probably workshops and mines are best.
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Quote:We'll have to improve the plain tiles. Watermills are a good choice since they turn the tiles into grass hills (for tile yield anyway), which helps keep the food surplus up. Otherwise probably workshops and mines are best.

Its a long way away, but this will be influenced by if we go into state property. if we plan to go into SP i'd go for workshops and watermills if not id go for Lumbermills instead of workshops... just keeps food to the premium.... or we just farm the grassland and forest preserve the forests and build the national park here for the extra specialists
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ad hoc Wrote:Its a long way away, but this will be influenced by if we go into state property. if we plan to go into SP i'd go for workshops and watermills if not id go for Lumbermills instead of workshops... just keeps food to the premium.... or we just farm the grassland and forest preserve the forests and build the national park here for the extra specialists

Well, the city is on the front lines, so most of the forests should/probably will be chopped for defense. In that case, Lumbermills are not that good since you need to keep the forest there.

SP does increase food, and we will probably go there if we don't go for a corporation, but it's still too early to think of that.
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Alright new turn.

So I worked 2 extra artists in Aquilonia so we could get the Engineer out a turn sooner to compete for ND. But it turns out that we got an artist instead. lol I guess that means Golden Age time for us!

England managed to steal our........... ok, they got a GE this turn. However they also built Angkor Wat naturally. So I guess we can expect a wonder from them next turn (in addition to ND from Maya).

We also got Maya's research this turn. They currently have Replaceable Parts in 3. Unfortunately, that's the same as HRE's eta so I don't think we'll be able to do much with Rifles/Cavs unfortunately. Guess we'll just have to wait until Machine Guns or Infantry. Incidentally, do we want to work on some Scientists in Nemedia as well? I still don't mind artists (we could steal the corn from Bad Ass smile) and an engineer is always good too (although maybe not right now, no good wonders anymore until Statue) but I'm not really that enthusiastic about our chances in a cav attack anymore so a scientist is good.

Oh, and we got a forest growth in Ophir too. That's nice since we just chopped that tile. smile
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Golden age time. smile I converted to Buddhism, but nothing else yet. Nationhood can wait (and also since bureau is awesome) and we dont have free market yet. Theo was an option but I decided that we could use some OR bonuses in some cities ATM.

Out stats are a lot better too:

[Image: GoldenDemogsT139.jpg]
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Am I right in thinking it's Maya/Mali (Always get confused between the 2) that are No. 1 because they are in a GA too?
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Yeah, although looking at the in gamelog quite a few civs are in GA at the moment, with a number of civics getting unlocked it's a pretty good time for one right now.

Funny with the artist though, guess it saved us the headache of going for the ND or not. Anyway since we're in a GA we should look at some civics swaps for the short term, I like to swap at the beginning of the GA and then again at the end. I was thinking thats we could have a short stint in either Caste Systems or Serfdom and also in Mercantilism.

Mercantilism will probably cost us more gold than it earns us (each city is producing around +5 in trade route income) so I wouldn't recommend it for the long term (we'll be in Free Market soon), but if someone else (Inca) is picking up the tab then the free specialists could be helpful even if only for a handful of turns. I'm thinking mostly using them for running engineers for an extra few free hammers in most of our cities, and it won't affect our tech output much (Should still get Economics in 3t). One or two cities might be able to get slightly faster border pops too.

Caste Systems works well with Mercantilism so I thought I'd throw it in there, although we've got a grand total of 0 workshops. Khitai and Turan could get their second border pop a bit quicker if we can hook up free artists and it'd let us choose our next GP (artist/merchant/scientist?). Also we're done with whipping for the moment (although we want to whip a settler into the Globe later), the cities that need to whip still are too small to do it right now. Alternatively Serfdom would help our small worker force get back up to date with developing tiles. Losing Slavery is a bit of a pain short term, but with Aquilonia spitting out 1t knights I think we're ok militarywise for the moment.

I really think we should make a civics swap here(i.e. this turn) guys, I'm voting for Mercantilism + Serfdom. Anyone else have thoughts?
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Sockboy Wrote:Mercantilism will probably cost us more gold than it earns us (each city is producing around +5 in trade route income) so I wouldn't recommend it for the long term (we'll be in Free Market soon), but if someone else (Inca) is picking up the tab then the free specialists could be helpful even if only for a handful of turns. I'm thinking mostly using them for running engineers for an extra few free hammers in most of our cities, and it won't affect our tech output much (Should still get Economics in 3t). One or two cities might be able to get slightly faster border pops too.

It's an option, but I'm not sure if it's the right one. Trade routes are very important, and we'll probably be losing lots of gold in each city. The free specialist coulld be useful though.

Since we didn't actually gain any turns for the ETA of Econs, then I think this might be a good idea, although it's not a 'must do' (it has its up's and downs)

Sockboy Wrote:Caste Systems works well with Mercantilism so I thought I'd throw it in there, although we've got a grand total of 0 workshops. Khitai and Turan could get their second border pop a bit quicker if we can hook up free artists and it'd let us choose our next GP (artist/merchant/scientist?). Also we're done with whipping for the moment (although we want to whip a settler into the Globe later), the cities that need to whip still are too small to do it right now. Alternatively Serfdom would help our small worker force get back up to date with developing tiles. Losing Slavery is a bit of a pain short term, but with Aquilonia spitting out 1t knights I think we're ok militarywise for the moment.

The main problem with giving up slavery is that it could interfer with the Globe plan, which I believed you argued for not revolting in that case. :neenernee However, if we don't need to whip anything for Globe for the next 4-7 turns then I agree on switching to something.

Serfdom always gives a benefit, although due to rounding errors it probably isn't that great (but still better than nothing). Caste works well with Mercantilism, which you've argued for above (although we probably wouldn't get much culture from new cities, just takes too long for 8 turns). I could go either way.

Sockboy Wrote:I really think we should make a civics swap here(i.e. this turn) guys, I'm voting for Mercantilism + Serfdom. Anyone else have thoughts?

Gee, I have to vote?

Errr, probably Serfdom (Caste isn't good enough) and Mercantilism as well for me. I probably won't be able to log in again before the turn rolls so someone else will need to do it.

Also, now we have to remember to switch into 4 new civics at the end of the GA.

Peg, it's hard to really tell who is ahead of us. The graphs will tell us in a few turns who is 1st.
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