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The fish I speak of are hard to see, in the ocean north of my next city location.[/quote]
They are 2nd ring... didn't think you'd have the city down that fast. Good jorb!
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Ceiliazul Wrote:They are 2nd ring... didn't think you'd have the city down that fast. Good jorb!
Thanks, but by then I think I'll have the next city in line down too. My goal is going to be at least one more city down before the last settlement's border have popped. It's a fun REX challenge.
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I didn't realize until doing some PBEM25 prep work:
-Stable = 2k soldier points
-Ger = 4k soldier points
That not usually a selling point, but it's what made your power graph super scary before you even got hooves on the ground. Good info for the back pocket. :-)
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Kind of a drawback though if you're planning a surprise attack
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Ah, but why attack when you can get what you need by just being scary?
Turn 58 was very uneventful. My average demos are still average, which is kinda okay-ish. Need Currency to help the econ, but I hate waiting on IW/Calendar or Priesthood (for Oracle), or MC (for Colossus).
TT opted for IW, so he's about to get rice online. My borders are extremely secure here, especially with Sphinx getting Buddhism at the end of turn, bringing the culture up to 4cpt. It's nice, I'm about to tap the potential of the area but that's going to be an epic hammer area once rice comes online for me too.
Meanwhile, stone island is looking better, and the barb city is even juicier. How long does it take for barbs to grow? Is it like normal? If so, the city will be captureable in what, five turns?
Need more things.
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Commodore Wrote:Need more things.
This general statement strikes me as... completely accurate.
It's interesting that TT chose to farm directly... are there any benefits to that in MP play?
October 10th, 2011, 01:49
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Ceiliazul Wrote:This general statement strikes me as... completely accurate.
It's interesting that TT chose to farm directly... are there any benefits to that in MP play?
It can sometimes save a turn on quick speed, but given his lack of workable tiles I would have thought it better to clear the jungle first and at least work the unimproved rice (then other workers can help out without wasting turns). Or road it first and get more workers to help to get it going as quickly as possible.
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
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October 10th, 2011, 22:33
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spacemanmf Wrote:It can sometimes save a turn on quick speed, but given his lack of workable tiles I would have thought it better to clear the jungle first and at least work the unimproved rice (then other workers can help out without wasting turns). Or road it first and get more workers to help to get it going as quickly as possible.
What Spaceman said, although with TT I'm never sure if his reasons are good reasons. Frankly, the dude's falling behind in almost every useful demographic, on a map that's almost tailor made for Julius of the HRE. Poor TT.
Meh, enough with the moldy old south though. Let's look at the west, that's where things are happening! My settler will be able to plunk down next turn, and as soon as maths are in I'll chop out its granary (making a mine instantly, actually, although that's just because I want to delay things for mathematics). Two grass hill mines, a fish, and a lighthouse'd lake make this one able to contribute early.
No work boat, you say in horror? Well, that's Minotaur's job, and the city is done with it at end of turn. Next it will sink a turn into a lighthouse and then two-pop whip it, anything to help the town's less-than stellar growth rate. Once the spices come online, I'll make another plains cottage, this place will need a library before too long.
The barbarians showed themselves to be disappointingly lilly-livered, sadly, so no temptation of raze gold next turn. I'll farm these idiots until the city grows or I have a settler in range to take this very strong site, then it's settle-through-the-lakes time.
Humming along here, overall I remain optimistic, although Mackoti is still probably going to whomp the tar outta this game. Wish I was in position to do something about it.
October 11th, 2011, 00:07
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Looking good Comm, I love the inter-city support on that workboat.
If the rush to Gold Valley has paid off, then plan ahead to the rush for the map center. You need visibility past the central cliffs, and that means a galley.
When will Blue Dot be planted?
Alternatively, you could take the barb town and fort the elephants to get a galley to the inner sea. Whichever is better for overall growth... but the important thing is: galley. ASAP.
P.S. I opened the save, I noticed that Slam is keeping to the coast. Why not do zig zags, revealing more of the bridge?
October 11th, 2011, 12:14
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Ceiliazul Wrote:Looking good Comm, I love the inter-city support on that workboat.
If the rush to Gold Valley has paid off, then plan ahead to the rush for the map center. You need visibility past the central cliffs, and that means a galley.
When will Blue Dot be planted?
Alternatively, you could take the barb town and fort the elephants to get a galley to the inner sea. Whichever is better for overall growth... but the important thing is: galley. ASAP.
P.S. I opened the save, I noticed that Slam is keeping to the coast. Why not do zig zags, revealing more of the bridge?
Slam is trying to get a trade route defogged to Gaspar, which means coastal unless he's got a dozen extra workers to make a road.
Actually, the current plan is to take the barb town or settle on its ruins, then quickly boat a settler over to the other end of the "T" lake it's sitting on, then using that canal to boat out into the main sea. First glimpse behind the cliffs comes next turn, meet James the sentry.
Meanwhile, my barb farming continues. My first attack pushed a 5 XP keshik up to 7XP, although the poor fellow (Thomas) also took some damage.
If I want to raze the place I'll back able to do so and bring two more keshiks up to level 3 next turn, I might just for the gold, because it's going to take a dozen or more turns to get worker support out here.
My economy is hurting, actually, with the newest cities almost net losers despite the foreign trade routes. I need to grab Currency next, tempting as Priesthood and the Oracle is. By the time Currency finishes I need either OB with Gaspar or Stone Island settled, to get a nice set of +2 routes to add. On the plus side, MFG and CY are still looking up, especially given relative population sizes.
Not to put to fine a point on it, but us easterners are falling behind relative to the westerners. Gaspar got CoL this turn, making culture an easy thing from now on and ensuring that he has his own religion to play with. Meanwhile, Mackoti's Philo is already kicking in hard, a Pyramids-spawned GE ensuring that whatever wonder he wants next, he can have.
Meanwhile, I try to catch up. Hippogriff settled this turn, soon to be the proud owner of fish and some mines. This is going to be my gateway to the west for a while until Basilisk gets a navy going. Not a bad little city either, need to get it going on a couple cottages soon to ensure it pays for itself. Colossus would have been a great wonder on this map.
My other lake-using city, Naga, is about to whip in a lighthouse and then it will start on a library for a great scientist. My ghetto GP farm, I'm so very proud.
REX, REX, REX so hard...everywhere not included in these pictures is going for workers and settlers.
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