January 28th, 2013, 15:06
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(January 28th, 2013, 15:00)flug__auto Wrote: Was the galley empty?
Yeah, it was completely empty so I've only lost galley hammers. It sets back my exploration 10-15 turns though. I don't currently have a spare galley to take off transport duties, so I need to build yet another one before sending it swanning off.
January 30th, 2013, 13:08
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New city
I've got a couple of workers there, I'm going to chop up half of the granary and then whip the other half at size 2. Unfortunately, even though the city gave me another+1gpt in every city due to a second overseas trade route it still cost me money in maintenance. As a result I'm going to research COL next, courthouses will be a great help.
I also get monarchy next turn, as a result I set a fair few locations to max food. This led to my crop yield being pretty damn big.
January 30th, 2013, 23:23
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Whoa, that's a nice food lead. Kudos for the settler/WB coordination.
Is Catwalk still kickin around or did he leave the pride?
January 31st, 2013, 12:12
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(January 30th, 2013, 23:23)Ceiliazul Wrote: Whoa, that's a nice food lead. Kudos for the settler/WB coordination.
Is Catwalk still kickin around or did he leave the pride?
Thank you, fortunately in my thread I can choose to not tell you about my other, uh, uncoordinated unit movements.
Catwalk left ages ago, I think he played all of one turn in the end. When he comes back I'll show him the empire, I've built no barracks yet, he'll be annoyed .*
*Context- During PBEM29g when we teamed we had several ong gmaail conversations against whether to build barracks in various cities or not. I generally wanted boots on the ground, Catwalk wanted to have promoted boots.
February 2nd, 2013, 06:55
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Brief update
I'm now in hereditary rule, consequently city sizes are starting to grow and my future science cities are starting to get multiplier buildings (Libs, markets)
There's a galley and settler in transit ready to found horse city in four (or was it five) turns. Barring barbarain annoyance the city will have a netted fish tile to work from its first turn of existence.
Confuscianism hasn't been founded yet, therefore I'm heading for COL next, I can get it in 5 turns with some wealth builds sprinkled around. Even if the religion itself falls it's reaching the point where Courthouses could prove useful.
February 2nd, 2013, 09:14
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Could you show your City List Screen and Economy Advisor Screen, please.
February 2nd, 2013, 14:54
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(February 2nd, 2013, 09:14)flug__auto Wrote: Could you show your City List Screen and Economy Advisor Screen, please. Certainly
City List
Economy Advisor
Demographics
Pall Mall
I've reconsidered Moai and I think I'm going to put it in Pall Mall. The city only has ten water tiles, however there is great land based production which will synergise well with Moai both in terms of initial building time and the overall maximum hammer output of the city. It's also in a much easier spot to defend, and supply with units for HR garrison purposes. Unfortunately, the city needs to build wealth for the next five turns, and lacks trees for a really quick build. However, I should be able to have Moai and a lighthouse up by turn 130 or so. Note, because I'm using a city with numerous strong land based tiles as my Moai city and I have a low happy cap. It's less imperative that I rush all out for Moai because the water tiles will only be used when the happy cap has been raised.
February 2nd, 2013, 21:05
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That's always the catch with Moai: the city that really needs it most can't get it done. At least you have stone!
What other wonders are you thinking about?
February 3rd, 2013, 05:30
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I can actually get COL in two more turns if I build wealth in my two highest production cities for a turn (Pall Mall and Old Kent Road respectively). So I'm going to do that to bolster my chances of landing the religion.
(February 2nd, 2013, 21:05)Ceiliazul Wrote: That's always the catch with Moai: the city that really needs it most can't get it done. At least you have stone!
What other wonders are you thinking about?
Admittedly it's only technically a wonder but I'm thinking about getting an early Optics so I can achieve circumnavigation, that'd defintely be useful with my island setup.
Honestly, Im not sure how many wonders I'm going to be building. If I get Confuscianism a quick shimmy over to Aesthetics to get Paya would certainly be useful, and I have the gold the resource doubler so it's not to expensive. Overall I plan to concentrate primarily on the bottom half of the tree, which is rather devoid of wonders.
I want MC for triremes, forges and the workshop improvement. IW to chop some jungle (and gain Iron visibility in case I have to settle far away for it), Optics for caravels and circumnavigation (and maybe meeting some more folks), feudalism for longbows so I have some hardcore city defenders for my island sites. I also want Calendar to hook my silk happy and construction for a cheap happiness producing building (colloseum). I probably don't have the tech rate to get all of this in a reasonable timeframe AND go wonderwhoring up in the treetops.
Later in the game I defintely want the Kremlin so a beeline for communism is likely. Kremlin would be my "musthave" wonder for the game.
February 4th, 2013, 13:56
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So... have any good turns lately?
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