Posts: 2,585
Threads: 43
Joined: Apr 2008
Posts: 15,174
Threads: 111
Joined: Apr 2007
Couple screenshots from the last few turns - T147-149. Azza accepted a health deal which was a big relief:
Scarlet though is our one city suffering from war weariness:
I hadn't thought about how terrible that mechanic could be for us. We didn't tone that down in RB Mod? Then this past turn, Nakor offered a map trade:
I said sure why not. I figured he wouldn't be offering unless he had an updated map, and he did by a little bit. I didn't have time to go all over the place and take screenshots though. Also though, wow that was probably kind of dangerous:
People have gotten insanely close on circumnav, but it seems to not be possible pre-Caravel - 2 tiles away! So close. Thankfully we're about to finish Optics and Black Peter will swap to a Caravel and whip it out. Then I'll circumnavigate and then go meet Yuris, Cyneheard, Pingorrarr, etc. MAYBE I can swing some happy and/or OB deals . We'll work on it.
Posts: 15,174
Threads: 111
Joined: Apr 2007
T150 is here. Only one major note - this doesn't make me happy but nothing we can do about it:
Yep, sure looks like he's settling over here - there's a WB of his just west of this. Sucks. Anyways, next turn I'll immediately start a Caravel in Black Peter and whip it shortly thereafter. It'll then move about 1-2 turns worth and we'll have circumnav. Then we'll run and meet the western civs.
Also, we finished a settler and loaded him up. We can either A) settle that spot on west side of our island or B) push way up north and settle a northern island. Not sure which. We should probably talk about this soon. I'm going to pop back into the game later tonight and think about this some more.
Anyways, since it's T150, here's our demos:
It's pretty much what it's been for 50 turns. The graphs:
Kinda funny how much more drastic the 100%/0% difference is for Krill and us.
You can tell where our terrible turn happened.
Posts: 15,174
Threads: 111
Joined: Apr 2007
New turn just popped up, so pictures from last turn. First, Caravel:
Whipped this coming turn so we make sure we get circumnav. Also, tech plan is basically this:
Literature is required for Paper, so tech Aest->Lit->Paper. I don't see anything else particularly worthwhile at the moment. Dazed, I'll keep us at 0% for a bit longer so we have time to change our minds. Also, one settler en route and a second being built. First I'm thinking will go here:
I'm thinking about putting the other here:
I think this is the right time to slip one down here. The other option of course is to push north. Finally, great person due EoT. Let's hope for not a prophet:
Posts: 15,174
Threads: 111
Joined: Apr 2007
Got a Scientist. Thinking we can use it to bulb Education.
Posts: 2,764
Threads: 2
Joined: Nov 2009
How long til you get control of the floodplain next to Goosegrass and what else does that southern settler grab? Any seafood?
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
Posts: 15,174
Threads: 111
Joined: Apr 2007
Pictures from this past turn. First, Cyneheard lost a city apparently:
Geez does Commodore ever like his war. Why can't he take aim at Krill instead? Sure that's forever away but it's not like he's picky with who he invades. Also, scientist-y things:
Scientist preference list with the most irrelevant things removed:
Scientist Techs Wrote:Education
Printing Press
Philosophy
Chemistry
Paper
Astronomy
A lot we can work with here. Bulbing most of Education seems like the most obvious move here as it pretty much guarantees us Liberalism. Astronomy is tempting for a giant 6-move Galleon invasion of the Cyneheard continent, except it would obsolete Colossus soooo... Bleh. Paper is possible and valuable of course, but it's fewer beakers we'll get. We'll see. Getting Paper first by a long ways would be really nice though, though it's not nearly as valuable until we contact Cyneheard, Commodore, and Pingoarrar because we don't get known tech bonuses from them until then and we can't tech trade with them either until we've met them.
Also, we may consider a change of course and an aim at Guilds and finish off BrickMist with Knights. Dazed, are you back enough to want to start playing turns again? If so, I'll leave this next one to you and we can chat sometime soon.
Posts: 15,174
Threads: 111
Joined: Apr 2007
spacemanmf Wrote:How long til you get control of the floodplain next to Goosegrass and what else does that southern settler grab? Any seafood?
Yeah, there's a fish 2S of the galley in that screenshot - it's just hard to see as the bubble doesn't show up. Fish + Deer + Colossus coast would make it profitable.
Posts: 15,174
Threads: 111
Joined: Apr 2007
As for how to get Guilds, here's the thing. We'll need to get Monarchy and Feudalism first, which we've ignored.
However, one possibility is to continue our path to Paper (Aest->Lit->Paper) and then try to swing tech trades for Mon/Feud and then tech Guilds. That may be nearly as quick as teching Guilds directly with the additional benefit of not delaying Paper. If we get over and meet Cyneheard/Yuris, surely one of them would make the swap with us if not Nakor. Feudalism might be a bit harder to get (there's a chance nobody has it), but Monarchy we could easily trade for. In the meantime we'll gradually build some Horse Archers that can upgrade to Knights eventually, while building some Zerks too. Zerks by galley and Knights by land and we could literally fork 4 cities in one turn. Even if Brick gets Construction, that'll be really tough to defend. In the meantime we can expand north as we've crippled Brick enough that he's not a military threat anytime soon.
Posts: 3,978
Threads: 31
Joined: Feb 2010
Dont think you can trade techs before paper(if i remeber corectly).
|