Going for a quick turn here. Snuck into Troll lands to grab a snapshot, then left again, with them none the wiser
Is that the Great Library?
Anyway the cities are back on to infrastructure - mostly courthouses. We need another couple of settlers - BOG can start producing one next turn, maybe Smooth or Halberd can provide the other?
I'm saving money on Machinery at the moment, but thought I'd highlight the bee-line to Liberalism if anyone thinks the game is going to last through turn 200.
Trolls still have some gaps left to fill in... Maybe that helps TEAM? If they can take a city or two over here there won't be a lot of cultural pressure on them?
Slight change of plan in Occam - building a monastery gets us an extra 7 beakers a turn, the extra health from the aqueduct would allow us about one extra specialist - about 3 x 1.75 = 4.5 beakers, and it costs 30 hammers more... So monastery first, then aqueduct? We'll have fur hooked by the time Occam grows onto the hill cottage.
We could 2-pop whip the settler next turn, for H or I, or wait two turns until it's just a 1-pop whip. Either way trying to grow back whilst still working specialists is going to take a while - when possible I think we should be working an engineer as well as a priest, as it speeds up the GP by 8 turns and I'd value a great engineer for rushing a wonder (for example Taj?).
Settler soon:
I think D, A and B are the choices for this one - how about D first so we can chop the trees from B for the granary and get more intercontinental trade? Popping the borders so we can work fish won't be easy though. Maybe A is the better bet - everything is first ring...
More fishermen please!
Whip the library in a little while
Foil grows onto a cottage next turn
Would be useful to build a plantation on the sugar - should we think about calendar? Construction would be useful too if M3 won't loan us some catapults. I don't think we need guilds if we attack Trolls with cats and Zerks, but if we do bee-line it I think we'll get knights it about t137. We're way ahead of everyone else on that particular tech path...
Lets chop some forests into this forge, then whip a settler, then carry on with the market and have a whip cycle using the water (and perhaps another cottage or two...
We'll whip the trading post next turn, then grow to size 8 in the next ten turns. So we may need more MP units or Calendar.
Jemmy will work the third grass forest instead of the corn for the next two two turns - losing 6 food to gain 2 hammers allows us to whip the forge before a chop comes in to get the 25% bonus. It seems odd, but I think the maths works...
And Katana will donate the wheat to Epee after growing and probably use the forests to build the forge.
So the questions this turn are:
- Where to send the next settlers, H or I and A, B or D? (or somewhere else completely?)
- Tech path - Calendar or Construction or HBR-Feudalism-Guilds? (or something else completely?)
Edit: we should get research visibility on Trolls next turn - maybe that will help with the decision!
Power - M3 have built some units - the slow response over the NAP obviously worried them. TEAM seem to have done something similar...
Demos - That GNP is very nice... I'm feeling all confident about our chances at the moment!
And after the turn rolled we see that Trolls are learning Alphabet - they'll have it in five turns. So we probably don't want to finish machinery off until we're ready to start building Zerks...
Remember that cats cannot bombard or attack off ships. Galley-based bezerkers are great for mobility next to the sea. They are not great for sustained pushes and taking cities without losses. I wouldn't mind knights, especially against their inland border cities, like the gold city. Since neither of us can field war elephants, knights are solid, if expensive.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Yeah, Monastery's definitely better in that case--hooray for micromanagement!
Thinking about it, I like the idea of D first--It can borrow the fish until it grows onto the crab, just don't forget the Missionary. On a somewhat related note to that, when is Gladius getting cottaged fully? I like A then B afterward, and by that time we should be in Zerk-building mode
We'll see what path we take based on what techs Trolls have after they research Alphabet--speaking of which, their tech path seems really, really strange--at this point I wouldn't be surprised if the only way they're keeping up is by just pumping out a million archers or something--what is the most efficient hammer-to-power rating at this point in the game? Could we build that many knights and get them into position by T141, or would they be the second wave? Also, if Trolls don't have Metal Casting, they wouldn't see if we have Machinery, right?
We don't need Calendar since HR means we don't have happiness problems--other than that all Calendar does is allow MoM (which someone got already, right?) and lead to Astronomy (which we don't want), right? Or am I missing another reason? I don't see any reason we couldn't farm that tile right now even.
That seems like a lot of settlers--I think the Halberd settler will be the last one on the penninsula (B?), and by that time we should be building military, right?
How much would Horse Archers help in any war effort--we could pick up a cheap HBR as a filler while we're waiting for Alphabet possibly--we could be boring SP minded people and go towards the Liberalism path as well (of course, then we'll find out Troll's next tech is friggin Education at this point, and that they still lack any military tech past Bronze Working and Archery )
(February 16th, 2013, 21:09)Merovech Wrote: Remember that cats cannot bombard or attack off ships. Galley-based bezerkers are great for mobility next to the sea. They are not great for sustained pushes and taking cities without losses. I wouldn't mind knights, especially against their inland border cities, like the gold city. Since neither of us can field war elephants, knights are solid, if expensive.
I think we need Iron Working for crossbows if we plan to keep any cities. The cats would be if we chose not to get knights. Or for defence... Anyone want to put a number on how many galley-Zerks we need? I'm pushing the micro plan forward to about t130 for some cities so starting to put unit builds in there...
Just a quick update. In the SE we'll hook fur next turn, Settle D in three turns and I don't think we're going to flip the tile that says 26%...
In the NE We'll have three chops completing the forge in Halberd over the next few turns, we'll whip the forge in Jemmy and BOG produces a settler for H or I (or A or B, but they are some way away). Where do you want him to go? The tile that says 59% will belong to M3 again in a couple of turns
Out west: In The Stone whips a trading post and will produce a galley and trireme in the next 10 turns. Foil completes a barracks this turn, then I'll set it producing Zerks. Smooth can do the same after the settler, ideally we'll get 69 hammers into zerks in a few places before whipping lots out at once, to give Trolls as little reaction time as possible.
Army - We need to put a lot of effort into this if we're going to get from 1 axe to an invasion force in the next 20 tunrs...
Power - what unit did Tasunke just produce to close that gap?
Demos - even at 100% someone (Trolls?) is 30 ahead on GNP.
Questions for this turn
- do we want barracks in our bigger production cities or 1 extra Zerk out of each?
- Iron working for crossbows or HBR for HA's or construction for catapults next? I'd like to part-build HA's and then auto-upgrade them to knights...