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Save is here. Feel free to get it. I'll take a peek at the save, though.
I have to run.
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Nothing major. I'd scrap the Market in Big Slick and build a Barracks instead, since we've decided to use it for production. Oh, and whip the missionary in Top Kicker perhaps, so Ruff can get it next turn.
I have to run.
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novice Wrote:Nothing major. I'd scrap the Market in Big Slick and build a Barracks instead, since we've decided to use it for production. Oh, and whip the missionary in Top Kicker perhaps, so Ruff can get it next turn.
Yeah, I think there are barely any hammers in it anyway, if I remember rightly.
Is next turn when we promised it him?
EDIT: Looks like we agree:
spacemanmf Wrote:Given its production slant, we can use a barracks build to grow whilst it builds workers/settlers.
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We said T112-ish.
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Do you want to overflow the worker whip (28 base hammers) in Kojak into another worker or settler (prevents growth next turn), library (without the OR boost) or wealth (could be a while before we get Christianity into there)?
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spacemanmf Wrote:Do you want to overflow the worker whip (28 base hammers) in Kojak into another worker or settler (prevents growth next turn), library (without the OR boost) or wealth (could be a while before we get Christianity into there)?
I thought it over and concluded that it should be the turnplayer's decision.
I have to run.
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I've not ended the turn yet. In the meantime, here is the latest view of the North.
The ridiculously well boosted capital, now working four mines. Great Library due in short time.
And a cultural shot of our homelands, for something different.
Latest city count is:
Us: 11
Pegasus: 10
Ruff: 9 (the 9th was founded a turn or two ago, I think)
Ad hoc: 7
TT: 6
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novice Wrote:I thought it over and concluded that it should be the turnplayer's decision. 
Heh, I was originally going to stick with the library then to let it grow, but I think I fancy putting the hammers into another worker for one turn, before growing next turn, then completing the worker in 2 or 3 turns once Kojak is at size 6. We need some more labour down there, not to mention across the pond.
Speed Limit and DMH are going to chop out settlers each, which can settle two cities in the North, so we don't need any more of those for the time being.
There is no immediate rush for a library in Kojak, and I'm not going to fret about losing out on a few hammers by switching to wealth - better to keep focussing on development.
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Looks like the northern continent also repeats itself, based on the appearance of the peaks on either side and looking deep into the fogged tiles. That will help with dotmapping.
The galley is near Speed Limit to pick up the axe. It can set this off on the northern continent to explore the western fog, before returning to pick up a newly built settler, plus one of Speed Limit's workers. By the time they are dropped off at the horse/cows location, the axe near the pigs should be around in time to cope with any barbs (unless there are too many axes, but barbs do seem few and far between on here).
Here's that neck of the woods:
Trade routes with Pegasus are now reconnected. It didn't have the dramatic effect I was expecting, but perhaps I was expecting too much. Exports - Imports jumped from -3 to 12, but hammers only went up by 5 bpt and costs went up by 1 gpt (from growth presumably). Presumably it will kick in next turn.
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