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spacemanmf Wrote:Ok, it's no good just saying "got it". You gotta play the turn too... :-)
I did see it more or less when it came in but it wasn't a great time plus we've been kept waiting for the turn for so long so many times that I no longer feel any compunction to play the turn quickly to keep it moving (ditto PBEM17).
Besides, you've not played many turns recently.
Guess I'll have to open it up myself to find out what's going on then.
Poor Spaceman, now he even has to wait for his teammate to play. I'm playing, but I keep getting interrupted. Ok, I admit it, my got it was a power grab.
So far I've killed a warrior and gotten a spear killed...
I have to run.
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novice Wrote:Poor Spaceman, now he even has to wait for his teammate to play. I'm playing, but I keep getting interrupted. Ok, I admit it, my got it was a power grab.
So far I've killed a warrior and gotten a spear killed...
Haha, I'm not too fussed about waiting. I was just curious.
So you took the 57% odds shot, eh? Never mind. Lucky I'd sent that axe that way to Sailboats since I presume it's on a diversion to defend Big Slick?
I guess our workers need to do an about face too, eh.
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Okay, T103 played and sent on.
Here's the 57% odds battle that I took on...
...and lost.
I held off on adopting Christianity so that Speed Limit could complete its settler and overflow to a new city garrison. Our axe Jack of Clubs will also move into the city next turn.
I have to run.
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We're now in Bureaucracy, Slavery and Organized Religion. We're not christian yet, but our four christian cities aren't building infra this turn. (Settler in SL, worker in BS, missionaries in GS and PB.)
Our demographics didn't improve drastically, but we're paying 34gpt in civic upkeep now.
I have to run.
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Here's our tenth city, founded this turn. Four workers were ready to build a pasture on the pigs.
The city needs a granary, maybe one chop and a single-whip at size 2 is the way to go here? That would let us send three workers north to PB, which needs more cottages and more mines.
Our rivals all have 7 cities, except Pegasus who has 9, IIRC. TT's 7th city is named Googly, as I think both we and Ruff predicted. Spaceman, you need to come up with further suggestions, unless you want to go with my suggestions of Home Run and Inning.
I figured a picture of our Bureaucracy-fueled capital was in order, so here it is. As you can see it's run out of improved tiles.
I have to run.
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Finally, a picture of our exploration of the promised lands:
I did the beaker counting trick again, and still noone knows Aesthetics. So Parthenon and the Great Library are ours if we want them. (And Schwedagon Paya, ToA and SoZ...). We'll finish Aesthetics next turn.
Confucianism spread to Dead Man's Hand after ending turn.
I have to run.
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novice Wrote:Spaceman, you need to come up with further suggestions, unless you want to go with my suggestions of Home Run and Inning.
Home Run is guaranteed lose. Innings is a possibility. I will put my thinking cap on.
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Other possibilities:
Helmet, Hoick, Hit Wicket
Inside Edge
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PB can steal a cottage off NFD (with NFD working a mine), but then NFD grows soon too (although switching to the mine slows it down). But we do need more workers up there.
Once the TGLh is built we could whip a worker in Sailboats maybe, overflowing into the Colossus. DMH can build a worker after training the spear. Kojak has a worker part-built which it can whip.
I was expecting to do the normal double-chop granary, whip forge, lighthouse combination in Pair Of Hooks.
I'm not fussed about the SP (since I'd expect us to stay in OR for quite a while) or the ToA, but the SoZ might be quite useful (for denial purposes, but also to make any allied assault on us more difficult). We will also be able to build the AP when we adopt Christianity.
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spacemanmf Wrote:I was expecting to do the normal double-chop granary, whip forge, lighthouse combination in Pair Of Hooks.
Yeah on reflection we can probably assign two workers to the city and do this. Lighthouse is low priority though, no seafood there. However, we will need a galley eventually for settling our double seafood island.
spacemanmf Wrote:PB can steal a cottage off NFD (with NFD working a mine), but then NFD grows soon too (although switching to the mine slows it down). But we do need more workers up there.
Once the TGLh is built we could whip a worker in Sailboats maybe, overflowing into the Colossus. DMH can build a worker after training the spear. Kojak has a worker part-built which it can whip.
I'd rather have Kojak grow onto its mines and then slowbuild the worker. DMH should stay on military (archers), as we don't even have enough units for garrisons at the moment.
NFD can work all the low food tiles if it gets back the sheep from Sailboats. That means Sailboats should work mines and build the Colossus. No whipping there in that case, though.
spacemanmf Wrote:I'm not fussed about the SP (since I'd expect us to stay in OR for quite a while) or the ToA, but the SoZ might be quite useful (for denial purposes, but also to make any allied assault on us more difficult). We will also be able to build the AP when we adopt Christianity.
If the great person from Big Slick (due in ~15 turns) turns out an engineer, I think rushing the AP is a sensible use of him. The other wonders have multiplier resources and are "too cheap" to be rushed by a great engineer.
I have to run.
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