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Are both crabs second ring? If so, maybe 2-whip a missionary at gut shot after the lighthouse, overflow to work boats.
I have to run.
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novice Wrote:Sailboats will finish TGLh in four or five non-anarchy turns, the chop will yield 52 hammers. So I don't think we need more whips there. What we need is to mine Sailboats' two hills, then the city can slowbuild the Colossus in 8 turns, and NFD can get the sheep back.
I sent a worker to the shared grassland hill last turn ready to mine next turn figuring we needed boosted production, so that's handy.
Why will it yield 52 hammers? EDIT: Ok, got it 25% (forge) + 50% (Industrious) boosts.
novice Wrote:Okay, I guess the save's with Ad Hoc until wednesday now. Have fun, Ad Hoc.
On the flipside, you get to play a fun turn.
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novice Wrote:Are both crabs second ring? If so, maybe 2-whip a missionary at gut shot after the lighthouse, overflow to work boats.
They are indeed. Sounds like a plan. We'll probably have the missionary and workboats ready before time, but no matter. There's a worker nearby that can start to road to the furs too, once it has mined a hill.
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novice Wrote:Ruff can have the missionary queued up in PB.
Ok... or he can get the next one. I was thinking that we might want to boost some of our own cities first.
EDIT: For example, it would increase the pace of the Colossus building.
novice Wrote:Our SL settler will be delayed by two turns of Anarchy, oh well. Btw we should bulb before we whip next turn.
I think it will be just one turn of anarchy.
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spacemanmf Wrote:Why will it yield 52 hammers?
30 base, plus 75% from forge and IND.
I have to run.
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spacemanmf Wrote:I think it will be just one turn of anarchy.
Yeah, but we'll want Christianity as well. That could wait until after the settler completes, though.
I have to run.
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spacemanmf Wrote:Are you back in the ring yet?
Yeah, I'm back. Took a look at the save, it looks like our civilization got through the dark ages relatively unscathed.
I see Ruff has a chariot in our lands - should we ask him if we can borrow it to speed up exploration of the promised lands?
Also, I see you've planned some farms. What's your thinking?
I have to run.
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novice Wrote:Yeah, I'm back. Took a look at the save, it looks like our civilization got through the dark ages relatively unscathed.
Tsk, never in doubt.
novice Wrote:I see Ruff has a chariot in our lands - should we ask him if we can borrow it to speed up exploration of the promised lands?
Can do. We'll have three axes over there before long, but a chariot wouldn't hurt. Ruff gets information in lieu of interest on the loan - we can use it to explore his bit.
novice Wrote:Also, I see you've planned some farms. What's your thinking?
Those signs are gone now. I wanted to keep the floodplains as cottages at first, but then decided that it's the best option (i.e. farm one and an intermediate grassland to irrigate the wheat).
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Posts: 13,563
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T102 was quite eventful. First off, there's an injured barb axe where TT's annoying chariot used to be. Karmic justice, baby! Hopefully he won't promote and cause problems for our spear in Speed Limit. At worst, we'll get our cows pillaged.
Further west, I was puzzled as to why our axeman explorer is heading back east. The explanation was found in the event log - TT closed borders with us! Bad, bad, karma.
I refused to take a hint, so I moved our axe back west and reoffered open borders. The closing cost us just a single trade route, though.
For someone guarding their border cities with workers, TT sure isn't afraid to annoy exploring axemen.
You can also see from the event log that Pegasus adopted christianity. We'll follow suit shortly, we might hold off a few turns to let Speed Limit complete a settler and a unit, though.
I have to run.
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