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Astronaut without sin confounds press, invites trio to control civilization

Core:
[Image: pbem23t54_4.jpg]
I moved the axe into the galley and prepared to move the WC in, too, as described above. Borders expanded, and I expect that at end of the game turn (before Sian moves) that PFH (surrounded by our culture) will become ours and bump out Sian's warrior.

[Image: pbem23t54_5.jpg]
The north - I turned our galley around. Don't really need trade routes yet anyway. The warrior's not sure where to be, I thought it might be prudent to not be on the coast though in case a galley with a military unit appears out of the fog.

[Image: pbem23t54_3.jpg]
Here I've drawn in where we know Argos to be, and where the mountains of that island are as far as I can tell.

Demos+:
[Image: pbem23t54_6.jpg][Image: pbem23t54_1.jpg][Image: pbem23t54_2.jpg]

Hilariously, Luddite is giving Mack a fish just as we're giving YNL one. I imagine he offered it as a conciliatory gesture after settling the jungle between them. No talking is awesome.

Still, no one has open borders with anyone else. I offered them to Luddicator again because I want our scout to be able to leave, but I don't expect him to accept.
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Great turn.

The only snag I can see in your military plans is that the city 3SW of Ganymede (are we agreed on that location, btw?) needs a garrison, especially if we're DoW'ing Mackoti. I guess the spear finishing in Ganymede will have to do, and then when Ganymede whips a settler it can overflow to an axe or a war chariot.
I have to run.
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In the north I guess the warrior should go garrison Triton, and the axe built in Triton should go garrison the northern island city. The work boat from Io is for the new city, it will have to wait for border pops though, so it can scout Sian a bit while waiting.
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novice Wrote:Great turn.

The only snag I can see in your military plans is that the city 3SW of Ganymede (are we agreed on that location, btw?)

Er, right. I'd actually not looked too closely at what you wrote and assumed you meant the plains hill by the gold + seafood. It does have the benefit of borrowing the gold so Europa can grow more (for Moai) and adding a food resource (that doesn't need IW). But other than that it's a worse city. How did the 3SW city perform in your sim? Is it just deadweight for a while? I am inclined to go with your suggestion since I think you've played around with it a bit more, and I guess they're both mediocre spots right now anyway.
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SevenSpirits Wrote:Er, right. I'd actually not looked too closely at what you wrote and assumed you meant the plains hill by the gold + seafood. It does have the benefit of borrowing the gold so Europa can grow more (for Moai) and adding a food resource (that doesn't need IW). But other than that it's a worse city. How did the 3SW city perform in your sim? Is it just deadweight for a while? I am inclined to go with your suggestion since I think you've played around with it a bit more, and I guess they're both mediocre spots right now anyway.

I didn't actually sim beyond T61 with my 10 cities plan, but short term the 3SW spot is clearly sucky, whereas the crab city is less so. Long term the crab city is sucky, the 3SW spot good. I guess the medium term depends on when we get Iron Working.

Just so the 3SW city doesn't get off to a completely dud start, it can borrow the rice, and Ganymede can grow on regular farms.

I prefer the 3SW spot because I think we shouldn't just concede all the jungle. From what we know of the map, the rest of the offshore land requires astronomy, so after the treasure islands the jungle is the land to grab.
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Southern dotmap, with a filler on one of the two F's:

[Image: south.jpg]

Northern dotmap:

[Image: north.jpg]
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I don't want to concede all the jungle either, but:

* That city only gives pigs and dyes, both of which are duplicates for us.
* We can more profitably place a second city in the northern jungle to claim Clams, Bananas and Sugar. Neither bananas nor sugar are really within the realm of possibility in the south.
* How many cities do we even need? We already have 7, want 2 more on the north island, 1 on on the west island, let's say 2 on the south island, ideally 1 more in the northern jungle, and then we have room for two fillers (3W of Io and 4S of Ganymede). That's already 15 even without any southern jungle cities, plus if we prioritize astro even a bit we should easily find room for another dozen. (There's still ~50 land tiles per player unaccounted for, and I'm sure we can get more than our fair share.) Overall I don't feel like land space is super tight here, or that we're going to be out of places to put new cities for any significant duration. And that's all peaceful, even.
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The northern jungle isn't really an alternative, or at least the settler can't get there before HG.
I have to run.
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Oh, and Got It. smile
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Okay, so I played through turn 55 on chat with Seven. I'm glad I didn't publish our latest micro plan, since we already made numerous tweaks to it. Anyway the plan is still to have 10 cities and Hanging Gardens on turn 60. Mackoti has research visibility now and can see us researching Mathematics (not that it should be surprising), let's see if he tries to compete. I don't think the other teams have the teching ability to compete for the gardens.

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Border pop at Triton reveals no new galley routes.

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First in all that matters in demographics, with the possible exception of land area.

[Image: Civ4ScreenShot1521.JPG]
I have to run.
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