February 8th, 2013, 10:16
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It seems like the turns are moving pretty fast.
Since I'm not up to speed I only have two things to say:
1. GO STONEHENGE!
2. If someone shows up with a pair of Chariots right now your game is over. You need roads ASAP, military and military tech.
3. Ok 3 points. #1 + #2 = Archery.
February 8th, 2013, 10:21
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Just noticed that you have Wheel already, so that's good.
Where are your scouts? If they're off exploring, they're probably not going to accomplish too much with barbs out. A sentry net with scouts could allow you to postpone a military investment for a short time while you REX.
February 8th, 2013, 11:10
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1 scout is off at cornflakes. Jowy has copper, but not horses (I don't think) and is quite a ways away. And dogsoldiers rip up melee.
The other two scouts are coming back from jowy's area (well, one of them was born at jowy
honestly, if someone show up with 1 chariot right now, game over. My "military" is 1 warrior  Fortunately, everyone near me is rexxing and everyone started with scouts, I think. I have a dog soldier starting in M*A*S*H, which will help my power a lot. the one I had in A-Team degraded, though, so that was a waste of 3 hammers.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
February 8th, 2013, 15:35
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Joined: Feb 2012
turn rolled and we got stonehenge. it will be interesting to see if we beat someone by a turn or two or if I didn't need to poprush a freaking wonder.
Well, that's for review in, i dunno, september or so.
Highlights - building 2 workers, then granaries
Going to lose a scout to a barb.
#1 in GNP, not so great elsewhere. Buddhism still hasn't gone. (not surprising, since we just added 10 culture to our GNP...)
My thoughts: 1 turn on the worker, grow for 2 turns to the next size while building a granary, whip the worker, then continue iwth the granary.
Worker gets whipped in next turn and then build a dog, then granary. Need some power points/barb defense.
Gonna lose this scout:
Demos:
Top cities:
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
February 9th, 2013, 00:34
Posts: 5,323
Threads: 22
Joined: Feb 2012
Hmm:
Cornflakes/Q: Huayna Capac of Zulu. I don't much like have the guy with impi near me. Jungle is no barrier. Definitely need some dogs to defend against him. Screw chariots - impis suck really bad.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
February 9th, 2013, 11:25
Posts: 5,323
Threads: 22
Joined: Feb 2012
turn #52!!
That scout died - i didn't grab a screenie, but the barb had 95% odds or so.
Building granary for 2 turns and will whip in the worker.
MASH whips it's worker
Will mine/road the copper, then improve the pig (should be expanded by then - worst case, i road/improve instead of improve/road)
Demos:
Highlevel view of my culture and theres:
Other stuff:
Jowwy has writing - he doens't have sailing (I can't trade resources to him, and I probably should be able to.
Cornflakes has met other people - he's not sending his espionage at me. Jowy hasn't - all his espionage is heading at me.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
February 10th, 2013, 00:05
Posts: 5,323
Threads: 22
Joined: Feb 2012
We got buddhism - unsurprisingly, in M*A*S*H  so that will expand faster.
The reason i went meditation was to get a religion, for two reasons:
1) Eventually, Organized Religion will be important for us, which requires a religion to be helpful.
2) backup plan for not getting stonehenge.
My current tech goal is sailing, but I haven't ended turn yet and I'm thinking about writing.
And, of course, my d-lurker pushed Hunting->Archery. It's tempting, if just because I have some camp resources around - but I'm thinking my next city is the cow/clams site which will be a strong hammer site and the commerce site to the south is my 4th city, with the marble site 5th and the lakefish site 6th. That's a great tile, but there's not a lot there besides that... cottages, probably.
I just realized that Jowwy may well have sailing - I don't have an open trade route with him.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
February 10th, 2013, 07:55
Posts: 5,323
Threads: 22
Joined: Feb 2012
Well, no insights overnight. I'm thinking I'll start writing. Currency is a medium-term goal, and writing is on it's way there.
That said - archery is tempting, espeically with barbs running around.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
February 10th, 2013, 16:29
Posts: 7,658
Threads: 31
Joined: Jun 2011
I think A-Team would need to be coastal for you to get trade groups connected with Jowy, if you have Sailing. I think the rule is something to the effect that your capital needs to be connected to a port city on a common body of water (via road or river, if you have Sailing) with the prospective trade partner.
February 10th, 2013, 21:37
Posts: 5,323
Threads: 22
Joined: Feb 2012
ah yes, of course. A-Team is on a different coast that jowy is... so, he could have sailing, but maybe not. Good point!!
Once I get Lakefish or the marble site setup, I'll be able to get trade routes, but not before then.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
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