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I do not. I don't even know how to figure that out, actually. Wonder why there isn't more discussion on it.
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AutomatedTeller Wrote:I do not. I don't even know how to figure that out, actually. Wonder why there isn't more discussion on it.
I've looked at that part of the code before so I can puzzle it out. Might as well as we wait for the turn to come down.
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Turn is in. I forwarded it to you. I'm thinking SW, on the hill N of the wheat?
theStick's score went up 6 points, picking up a tech.
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Yeah, that's a good move. Capital visibility will get the area directly south of it with the border pop. If Tankra has really met the stick we may need to prepare to bring the warrior back after the hill step.
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ok - I'll play the turn and take some screen shots. Also, I'll look at last turns and get the demo's - I assume the tech is hunting and not fishing, but we can check soldiers and see.
Forget I don't have dropbox on this machine. Sent you a couple of screenies. We can see Sian's borders, but I don't think there's any worry of invasion anytime soon - he is west, across the water, on land that looks like ours
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Hmm, there's the Byzantines for a neighbor. Also, good idea of what the map layout is now. Mirrored starts tiled across at least, 2 neighbors. Likely passage in the north. Probably another in the south. Can boat if you put your cities right.
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Should try to find out if that body of water west of you (with Sians border) is boatable. He obviously (due to the culture we see) settled on the coast, so if you were to settle on the forested grassland, get two axes in that city and build a galley he would just have one turn warning (when your galley is finished and the axes are put in the city) before you can board your axes in the city, move 2 tiles and attack from the galley his capital. It is on flatland so if he has only a warrior in there he is dead and you have two capitals.
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we could do that with holkans if all he has is warriors.
That would require us to place city #2 is a maybe not great spot and research sailing - but we could do it - we could probably chop out the galley, too, so place turn 1, create galley and load holkans/axe turn 2, boat turn #3.
Well, maybe chop it out - doesn't seem to be any other forests, other than the one right there. Might have to whip it, instead of chop it.
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Well, it certainly is a high risk - high reward play. If it fails you have set yourself back with a bad second (third?) city. If it works though and if Sareln is right about how the land looks like then you basically have 2/5 of the world nearly for yourself.
Possible way to make it a little bit less risky (or even more, depends how you feel) would be to put a city for the clams and build TGLighthouse there. You'll need Sailing for that anyway and with all the talk about Pyramids chances are that the Inds are gunning for that instead of TGL. 4 forests to chop into it are available, if you get Sailing first, build the Lighthouse while waiting for Masonry, 2-pop whip it for ~21 overflow + 4 forests are already 73 hammers. I think you need some 133 for it. The city can work Cows + 2 GLH-mines for 10 hpt, so 6 turns building the thing itself and thats it.
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Serdoa Wrote:Should try to find out if that body of water west of you (with Sians border) is boatable. He obviously (due to the culture we see) settled on the coast, so if you were to settle on the forested grassland, get two axes in that city and build a galley he would just have one turn warning (when your galley is finished and the axes are put in the city) before you can board your axes in the city, move 2 tiles and attack from the galley his capital. It is on flatland so if he has only a warrior in there he is dead and you have two capitals. ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Sian settled in place and goes before us, he's got his 1st border pop by the time we see it.
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