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Astronaut without sin confounds press, invites trio to control civilization

I'm just playing through your plan in the spreadsheet right now.

* I see the spreadsheet says we're running a priest in Luna since t53, but in the sim we haven't.
* On t55 in the spreadsheet one of the FP isn't being worked. Is that priest supposed to be FP instead?

Edit: Looks like we need research on a turn earlier to get Math in time for the aqueduct build.
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SevenSpirits Wrote:I'm just playing through your plan in the spreadsheet right now.

* I see the spreadsheet says we're running a priest in Luna since t53, but in the sim we haven't.
* On t55 in the spreadsheet one of the FP isn't being worked. Is that priest supposed to be FP instead?

Edit: Looks like we need research on a turn earlier to get Math in time for the aqueduct build.

Yeah you're correct. Luna can work the priest t54-t58, or not at all, depending on where we scrape together the requisite beakers on Math.

I updated the spreadsheet. But anyway, if we're prioritizing settlers instead of growth it's mostly void already.
I have to run.
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OK, I've now played out a (very careless) continuation. Our economy is ridiculous (when we're willing to turn off food/hammers). So much so, that the 5-turn civic-switching limit was a pain - pacifism came in just a couple turns after caste.

I bulbed up to astro with 2 scientists but it just felt premature. Astro really means we suddenly have a lot of extra crap to spend hammers on, and we weren't ready to do that. I'd rather get stuff like Mausoleum, Music, Apostolic Palace, Civil Service, and Nationalism. I guess this means getting at least a second prophet to bulb with is desirable.
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How many cities did you have before HG?
I have to run.
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I basically did what you suggested with a settler each from Titan, Gany, and Callisto. However I didn't actually found the southern island city. So, it ended up being 9.

I don't see how we get a settler to the north of the northern island by turn 60. That forest hill isn't roaded in time. I put the settler on the desert by the fish instead.

Btw, I think that maybe the worker who stays near callisto and builds yet another farm on the road should instead head over to Titan and build cottages. Thoughts?
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SevenSpirits Wrote:I don't see how we get a settler to the north of the northern island by turn 60. That forest hill isn't roaded in time. I put the settler on the desert by the fish instead.

I made it work. The settler is on the hill as the road completes. Another worker runs up from behind and completes the road on the corn, allowing the settler to board the galley 1NE of Io.
I have to run.
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Ah, great!

It's sort of like a backstab except with a road instead of all the stabbing.

Edit: I guess it's more like rolling out a red carpet for him. Which actually sounds quite sinister if you think about it (while also thinking about stabbing).
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OK, I typed up the 10 cities plan in our spreadsheet. I expect it is quite similar to what you did in your playthrough.

The odd turn is turn 57, when we need to finish mathematics. To do that we run some priests, and the exact number necessary depends on known tech boni etc, so I haven't planned everything in detail past that turn.

As for cottaging around Titan, I don't know if we have time for that, but we'll have plenty of workers that can get on it after T60.

Btw, on T61 of my sim we're making 1gpt at max tax. lol Still, our specialists give us 51bpt, and we show Currency due in 7.
I have to run.
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Save's in, I don't want to take it (at least without consulting) though as unit movements are important for the next few turns.

1) Sian did indeed move onto the PFH. He also offered OB again.
a) If we wanted, we could accept, and move the northern galley to get a trade route so we benefit starting next turn. But I believe we want to move that galley S-S right?
b) Whether we accept or not, we'll want cover for our worker roading the PFH if Sian doesn't just leave.

Here's what I wonder if we can/should do: load the axe in Callisto into the galley. Galley Goes NE-(load)-NW. Move the spear out of Gany towards Callisto as a replacement garrison. Next turn the spear arrives and we move the WC onto the galley too. The galley (with two units) moves up around the coast and will threaten Mack's island city, which just popped borders, revealing its location. Gany doesn't need a garrison for a while, nor does Titan. Titan's warrior can move towards the PFH in case Sian sticks around.

Good idea?

Doable?

Unrelatedly, here's what I want to do with the southern galley.

54: NW-W (reveals fogged sea tile).
55: N-NW (next to cow)
56: Worker finishes road, axe boards galley, move SW-SW
57: Axe gets off, galley moves back (NE-NE), worker + settler board.
58: Galley moves back (SW-SW for example), worker + settler get off.

Good?
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Since we reached the end of our official window I decided to just play it. I don't think I did anything irreversibly bad. Report in a bit.
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