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[SPOILERS]Novice, Spacemanmf and Athlete4life10 are HUYANA CAPAC OF CHINA

novice Wrote:Well, would you join me?

Sure. I like to think we've worked well as a team.

novice Wrote:Should we consider exporting any Christian missionaries? Pegasus might be very interested, he doesn't have religion and Code of Laws is a pretty useless tech for him. I think maybe it benefits him more than us though, at the very least we should get a worker to pay for the missionary cost.

I doubt he would agree to that deal, would he? There's no happiness emergency, although he may need some cultural assistance on our border.

What about just asking him if he wants one and, if so, how he would value it, i.e. what he would like to offer in return?
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spacemanmf Wrote:What about just asking him if he wants one and, if so, how he would value it, i.e. what he would like to offer in return?

Good idea. I think he would want religion for culture and to be able to use a religious civic.

There's an open spot in PBEM17 if you're interested?
http://realmsbeyond.net/forums/showthrea...post126984
I have to run.
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novice Wrote:There's an open spot in PBEM17 if you're interested?
http://realmsbeyond.net/forums/showthrea...post126984

spacemanmf Wrote:Count me in.
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Got it.
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OK, turn played and sent. No time for any pictures right now - will do it later.

Those roaded forests would give the hammers to DMH on chopping so I moved the workers to the two adjacent forests.

100% research on - Currency due in 5 turns.

Missionary being built in PB, another axe started in NFD (since we need more home units if we are sending two abroad - perhaps should have been worker or library if DMH has barracks built soon but oh well).

Settler continues to move to wheat/cows site.
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spacemanmf Wrote:Those roaded forests would give the hammers to DMH on chopping so I moved the workers to the two adjacent forests.

That's fine, but that can be rearranged by clicking the forest from the city screen. Whichever city shows the forest as defogged gets the hammers.

Is Big Slick working an engineer again?
I have to run.
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novice Wrote:That's fine, but that can be rearranged by clicking the forest from the city screen. Whichever city shows the forest as defogged gets the hammers.

Is Big Slick working an engineer again?

Oh really? You learn something new every day.

No, it will grow next turn so I left it on an undeveloped floodplain. I thought we could whip a worker in two turns or the library next turn.
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Ok, piccy time.

In the west, we checked out Elland Road.

[Image: Civ4ScreenShot0264.JPG]

In the east, our quest for a trade route with Ruff continues.

[Image: Civ4ScreenShot0263.JPG]
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Some overview shots.

Firstly, our military.

[Image: Civ4ScreenShot0265.JPG]

The two axes east of NFD are heading SE-E/SE and S-SE respectively, along the forest lines. A spear completed in Speed Limit end of turn. Can't whip the lighthouse in Sailboats yet - I didn't check when we can do it, but it will be soon.

Secondly, our non-military.

[Image: Civ4ScreenShot0266.JPG]

The two workers south of Speed Limit are cottaging a floodplain that can be used by either city. The other worker continues to camp the ivory (due soon) - it can then road to Speed Limit to connect the happiness.

The northern Kojak worker completed the mine, and the other I moved to farm the riverside grassland. In time we can irrigate down the western side from DMH, but for now I figured we could do with the extra food in that city, plus as soon as we get CS the rice will become risotto.

The other workers completed roads and a cottage respectively, or moved to the forests near Gut Shot as I mentioned.

Finally, our impressive demographics at 100% research.

[Image: Civ4ScreenShot0262.JPG]

DMH is fast building a barracks right now because it has no other developed tiles - it needs worker assistance. The worker below it can possibly chop the forested hill or grassland forest to speed up a worker or settler build after the barracks.

As I mentioned, Big Slick grows next turn. I'll let you decide what to do with it after that.

You can take the next turn to re-optimise our progress... lol
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spacemanmf Wrote:You can take the next turn to re-optimise our progress... lol

I'll try. lol

I think a whipped worker in BS is in order, and a chopped worker followed by barracks and whipped settler in DMH. The idea in sailboats is to grow to size 4 and whip with 29/60 hammers into the lighthouse, for max overflow into GLH.
I have to run.
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