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

spacemanmf Wrote:Got it!

No fair! I was busy lynching werewolves.
I have to run.
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Yeah, I've just been having a think whilst messing around in the garden. You're right: no need to panic just yet... :-)

Next turn, we can ask Ruff for more details on who is saying what, as well as asking Pegasus the question from before. Maybe something like:

"We've noticed that TT's power graph is rising. Given his propensity for aggression already in this game, would you be willing to add a 'no ROP for hostile forces' clause to our existing NAP?"

Our NAP with Pegasus is until T100, right? Then rolling NAP with 10-turn cooldown?

Oh and we can declare war on ad hoc so the Open Borders don't make a difference. Worth a try.

This is my last day of paternity leave so no more grabbing it during the day... :-) ('Cept at weekends, of course.)
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spacemanmf Wrote:An axe in each frontline city plus a couple of zonal axes would be nice - good that those two cities are close together.

Just a reminder to myself that given that TT has chariots we need a couple of spears too, as I think you mentioned ages and ages ago.
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Got it.
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Regarding Sailboats:

spacemanmf Wrote:If you want to build TGL then we should save the (three potential) chops for that, and whip the granary, forge and possibly lighthouse. When we do the chops will dictate what we do with any workers here.

Either they chop the forests then mine the hills then cottage the riverside grassland or cottage then chop then mine.

I don't think this is true actually. If we want TGL, I think the correct procedure is to chop the granary, borrow some food and
1) Whip the lighthouse, max overflow into TGL
2) Whip the forge, max overflow into TGL
3) Whip a galley, max overflow into TGL
4) Chop remaining forest into TGL.

I think that will give us TGL reasonably fast, and lots of other useful stuff on the way.

I know you're in a full-blown paranoia mode right now, so TGL is nixed. My point is, regardless of our TGL plans we should chop a granary in Sailboats. No need to save forests for the wonder.
I have to run.
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The good news:

[Image: Civ4ScreenShot0236.JPG]

Barb axe badly injured in attack - we have 97.3% odds to win with our axe. I will take the chance knowing that I can upgrade the warrior if it goes wrong.

The bad news:

[Image: Civ4ScreenShot0237.JPG]

But an axe completing shortly, as you can see. I would suggest building another rather than the worker just yet.
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I wouldn't invest in real estate in horse town right now.

EDIT: That looks like really good luck with the Sailboats attack, though. Glad to see that worked out without us having to waste gold on an upgrade. * Jinx *
I have to run.
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Let's go 100% science if we're victorious in the battle of Sailboats.
I have to run.
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A small piece of C&D: I'm pretty sure either Ruff or Pegasus has defogged the coast to us. But everybody has 0 in imports/exports. That means they don't have sailing yet. We can look out for this demographic to change as an indication that someone discovered sailing. (It could also be someone hooking up a road to their neighbour.)
I have to run.
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novice Wrote:I wouldn't invest in real estate in horse town right now.

EDIT: That looks like really good luck with the Sailboats attack, though. Glad to see that worked out without us having to waste gold on an upgrade. * Jinx *

Yeah, I plan to send Sailboat's warrior down to NFD as insurance.

Oh and our axe won without taking a scratch!
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