January 29th, 2012, 22:06
Posts: 12,510
Threads: 61
Joined: Oct 2010
Thoth Wrote:It won't be very long before we outstrip our improved tiles....the Cove won't be unworked for very long.  Yes - mostly I just think we should have made the worker first.
Quote:I'm not sure if we can afford it yet, but an EC and a Sage in Poopdeck would be awesome if we can afford it. An Academy in Mainmast (even without the Brewery...which can wait until post t70 ) would be awesome.
I find myself in agreement. It's close to having as the 'best' tile a farmed plains. A Sage would be much more useful. I'll have to see where it can fit into the queue - we don't want to run out of warriors, and Poopdeck could always produce workers instead. Sometime soon.
Quote:Looks like some easy xp if we defend. :hat:
Sure, but think what XP it could be if we attack! There is that minor detail of getting the warriors into position in time, in numbers sufficient that they survive attacking, so we'll probably end up defending instead, true. Need more roads! (and HBR).
EitB 25 - Perpentach
Occasional mapmaker
January 29th, 2012, 22:40
Posts: 6,188
Threads: 37
Joined: Jul 2010
Mardoc Wrote:Yes - mostly I just think we should have made the worker first.
*cough* Not gonna mention someone's desire to build nothing but settlers. Nope. Not gonna do it.
Quote:I find myself in agreement. It's close to having as the 'best' tile a farmed plains. A Sage would be much more useful. I'll have to see where it can fit into the queue - we don't want to run out of warriors, and Poopdeck could always produce workers instead. Sometime soon.
Worst comes to worst, Poopdeck can borrow the Wines while Mainmast works the Coast tile....not optimal, but it doesn't suck too badly.
Quote:Sure, but think what XP it could be if we attack! There is that minor detail of getting the warriors into position in time, in numbers sufficient that they survive attacking, so we'll probably end up defending instead, true. Need more roads! (and HBR).
Need lots more stuff....I'm pretty sure we don't have the forces to risk on attacking.... even though the extra exp for [strike]Wanes[/strike] our units would be nice....better to have lower level live units than dead Heros....
fnord
January 30th, 2012, 21:25
Posts: 12,510
Threads: 61
Joined: Oct 2010
Pretty boring turn this time:
EitB 25 - Perpentach
Occasional mapmaker
January 31st, 2012, 20:10
Posts: 12,510
Threads: 61
Joined: Oct 2010
Ok, back to the action!
First up...what's an awesome, expansive, God King capital look like when building a settler?
![[Image: PBEMXVI%20T57%20Mainmast.JPG]](http://dl.dropbox.com/u/16549110/PBEMXVI%20T57%20Mainmast.JPG) [SIZE="4"]
NEARLY A 1-TURN SETTLER! WOOHOO![/SIZE]
Err...I think we'd better pick out our new city sites pronto!
What do you think of these? Remember, we're en route to OO, so culture will soon be less of a barrier.
And in the jungle - we do have Bronze and a lot of workers (and potential to surge more quickly)
Finally, an overview of our current lands:
Note that Poopdeck is rapidly approaching its happiness cap; soon it'll have to start contributing either workers or more infrastructure.
EitB 25 - Perpentach
Occasional mapmaker
January 31st, 2012, 22:01
Posts: 6,188
Threads: 37
Joined: Jul 2010
Mardoc Wrote:Ok, back to the action!
First up...what's an awesome, expansive, God King capital look like when building a settler?
NEARLY A 1-TURN SETTLER! WOOHOO! ]
:hat: I was just about to upload a picture of that.
That is some serious win. :hat:
Quote:Err...I think we'd better pick out our new city sites pronto! 
What do you think of these? Remember, we're en route to OO, so culture will soon be less of a barrier.
City 5 looks good, but I'd move the "City" 1 S of the Cow 1 tile NE. It trades Jungled Rice for forested Grass deer and means we get all the tiles inbetween the cities in play.
The Rice can be picked up by a later city.
I'd also consider a settler for the Dyes/Gems/Pigs site soonish....we'll want some more Warriors and Workers to support it, but it's worth +2 happies once we get a border pop.
Quote:Finally, an overview of our current lands:
Please tell me you moved the two Shock warriors + the original garrison warrior in Poopdeck out to guard the Copper....
Our C2/Shock warrior only has 88% odds on the attack...our other warriors will have worse odds. Getting that Copper pillaged is going to *hurt*. Even with 6 workers we don't have the worker turns to spare re-improving tiles if we want to keep up with our explosive vertical growth.
Quote:Note that Poopdeck is rapidly approaching its happiness cap; soon it'll have to start contributing either workers or more infrastructure.
Happy cap is 8? currently....another Warrior or two then some workers and maybe a Settler or two before t 70
fnord
January 31st, 2012, 22:08
Posts: 12,510
Threads: 61
Joined: Oct 2010
Quote:City 5 looks good, but I'd move the "City" 1 S of the Cow 1 tile NE.
I think, from your reasoning, that you mean NW? I can see that, it'll just mean Hunting has to go on the tech list.
Thoth Wrote:]Please tell me you moved the two Shock warriors + the original garrison warrior in Poopdeck out to guard the Copper....
Our C2/Shock warrior only has 88% odds on the attack...our other warriors will have worse odds. Getting that Copper pillaged is going to *hurt*. Even with 6 workers we don't have the worker turns to spare re-improving tiles if we want to keep up with our explosive vertical growth.
I figured I was forgetting something  . I keep forgetting about pillagers!
I do want to point out, that 88% is on a jungled hill, the odds will be somewhat better now that they're on a bare hill. Have to consider it next turn, see if it's worth attacking out after all.
EitB 25 - Perpentach
Occasional mapmaker
January 31st, 2012, 22:20
Posts: 6,188
Threads: 37
Joined: Jul 2010
February 1st, 2012, 21:10
Posts: 12,510
Threads: 61
Joined: Oct 2010
The RNG smiled on me this turn, as I recovered from that leeetle blunder of last turn:
Aside from that, little newsworthy. The capital's production looks a bit less awesome without that overflow, even though our mushrooms are no more. And we got two city growths, plus a completed settler. I want to just go straight for settler #4...but I will instead build another workboat and worker, first. City 5 will come soon enough.
EitB 25 - Perpentach
Occasional mapmaker
February 2nd, 2012, 01:31
Posts: 6,188
Threads: 37
Joined: Jul 2010
Mardoc Wrote:Aside from that, little newsworthy. The capital's production looks a bit less awesome without that overflow, even though our mushrooms are no more. And we got two city growths, plus a completed settler. I want to just go straight for settler #4...but I will instead build another workboat and worker, first. City 5 will come soon enough.
It's t58...we have the capital plus two expansion cities build and a settler for the next city built.....and you're complaining?
Go look at the Demographics screen.. :hat:
fnord
February 2nd, 2012, 22:36
Posts: 12,510
Threads: 61
Joined: Oct 2010
Not a particularly exciting turn. 1-turned the worker with overflow...healing the warriors from last turn, looking at our 20-food lead in the demos...
EitB 25 - Perpentach
Occasional mapmaker
|