(February 5th, 2013, 21:45)Cornflakes Wrote: I still haven't learned all the abbreviations yet. Most I can figure out based on the context ... but what's T&A
(February 5th, 2013, 21:45)Sareln Wrote:
(February 5th, 2013, 21:45)Cornflakes Wrote: I still haven't learned all the abbreviations yet. Most I can figure out based on the context ... but what's T&A
+1
(February 5th, 2013, 21:46)Hesmyrr Wrote: Temple of Artemis?
(February 5th, 2013, 21:47)Qgqqqqq Wrote: Temple of Artemis?
So, here's the new hotness; In N Out. Yes, we have four luxuries but a happy cap of three right now here, but that's fine. Also our second city with Hinduism for whatever that's worth, if we decide to go with a foreign faith I think we're Hindu. Here's the chat with Thoth about the deal, by the way.
Thoth: Hi Commodore,
Thoth from RB here.
Just logged into the game and there is an offer for In and Out, Peace, WM and 10 gold from Scooticator.
I *really* think we should take the offer.
I've got Civ minimized.
Hope you get this soon.
:D
me:Hey Thoth...
Yeah, I think we should take it. I say, go for it, and set INO to grow assuming they didn't burn the farm.
me: Thoth, good timing
I just was checking here before heading out
6:08 PM Thoth: hah
me: Just sent the email
Thoth: Slow old puter took 5 min to alt tab. sigh
So do I take peace?
me: Go for it. They deserve to try something crazy-awesome.
Thoth: Hell yeah. :D
me: Um
6:09 PM Thoth: They appeal to my sense of epicness
they had me worried for a bit there.
Um?
me: Although I'm fairly sure I-N-O will be dang unhappy given how hard its been whipped. (Scooter had been chatting about how he was shocked they hadn't gotten slave revolts)
Thoth: We don't inherit whip unhappy.
me: Still, free barracks, granary, culture...accept!
We did with McD's.
Thoth: gimme a few to swap back
me: Cool
6:12 PM Thoth: done
and you were right about the whip anger
6:13 PM So we work those rather nice 4h mined PHs at happy cap. Darn.
That's only about 9gpt building wealth from the city at size 3
plus tr commerce.
lol
6:15 PM me: Hah
Well, it's also nice for a 6t worker
6:16 PM We need about twenty workers over there.
TRs...
With INO ours, how about that island with actual food over there?
6:17 PM What is happy cap?
6:18 PM Thoth: LOL
Sry. Updating thread.
me: np, go for it.
6:19 PM Thoth: Real offshore island with food would be great. How fast can we do it with current galleyage?
bear in mind every turn we delay the second ofshore city costs 10 commerce.
me: Pretty fast, settler moves via roads, meets 4-mover over there.
I freaking love that fast galley.
6:20 PM Thoth: I'm ok with a fast, shitty second offshore site. And a later, good offshore site or 6
4 mover is in the inner sea atm?
but damaged
me: Once stone is online, with Engineering we get and extra TR for 67ish hammers
Yeah
Thoth: barb galleys can be a bitch at times
6:21 PM me: Oh. Hrm, well, chariot and morale axe can scout ahead.
Thoth: Coastal spawnbusting is win.
me: Can look at it a bit later, meeting wife and child now.
Thoth: NP.
6:22 PM cya later.
A happy cap of three is fine, anyway, because I think we can find use for foodhammers. This land is in dire need of workers, way before we manage any new settlers. The names are a bit of a stretch, but darn it, I love Arthur Ransome.
I opted for the "not hopelessly bleak" second IC-TR option, so the settler is hustling east to settle this fishy island. It's not great, but it will at least contribute somewhat. Far less than Hawke's Ridge, which I agree shall make a fine Moai location once the stone is online. This place? Specialists and whips.
The ole' economy ain't looking too hot at the moment, which is why I'm happy we're going to raid these Caribs. Medic 1 for this chariot is a given, and then either a sentry chariot or a shock whumpy will be gleaned from the other axes. Silly fuzzy wuzzies.
One thing that did boost the economy a little bit was this awesome new mine of ours. Gems online, and The Greenways' growth isn't more retarded for it. I canceled the gems/horse deal with Azza and proposed a horse for 8 gpt deal instead. If he's not interested, fine. Greenways, meanwhile, grows and considers future specialists.
Market growth in the capital! Seriously, though, with the lighthouse we're now bumping up to unhappy very very soon. RBmod whips + normal speed costs means a long, painful slowbuild is in order for these markets, but the happiness is going to be awesome. I'm agreeing about HR, though...Mysticism->Polytheism->Monotheism->Monarchy next to grow this sucker.
ToA vs. Wat for the shrine...hrm...
If only you and me and dead people know hex, then only deaf people know hex.
I think we want Priestshood as well before Monarchy. It saves it's own beaker cost from the extra pre-req bonus on Monarchy and saves us beakers on CoL as well.
Other than that things are looking good I think. 164 bpt at max tech is very good at this point. +34 gpt at max cash....is better than we were at a few turns ago but we still could use more commerce.
Be nice to get those last couple of capital cotts finished and worked soon.
I had another look in game and tweaked a few tiles around.
Also:
We need Turdpile Island stat. Not Pie in the Sky Island in 8t.
It's worth 11gpt in mainland trs at 100% gold. We max out at 34 gpt right now. We'll also save a gpt in unit upkeep on the settler.
We need that commerce now. We've plenty of long term potential cities atm, we can afford a short term boost city.
In and Out should probably just build wealth for the moment. With one hammer invested in the Archer, we can emergency whip it at size 2. In the meantime, the hammers are more useful as gold right now I think. We can finish up the Archer starting in 9t without losing any hammers to decay.
And have a wee lookee see at F8 next time you're ingame.
(February 6th, 2013, 22:13)Thoth Wrote: Good stuff about ye olde turdpile...
...which I didn't see until after the settler auto-routed eastward. So um, oops? On the plus side, moving the archer to fogbust led me to find a little friend. Hello, Xenu!
Xenu is a man with only seven cities but we've long known they are massive. I should have also figured from his map, he's got issues. I wonder if he understands "8gpt - horse". If he dickers, I'm willing to bring the price down as we're about to own four horses. Actually, come to think of it, might want to offer to Azza as well at a reduced price. I'll get you that lost gold!
Foreign events being what they are, Serdoa and Lewger had a tiff or a NAP or something, and we discovered Mysticism at the earthshaking late date of 1AD. I see your point on the net-even beakers of priesthood, so let's grab it on our way up. Maybe Poly first and chop out the ToA in Riverside Manor? That's basically 60turns until GP, with a temple or two boosting hopefully sooner. I want the Parthenon too if possible, but Sandhurst has a bunch of forests too. Mysticism opens up wonderful new vistas, eh?
(February 6th, 2013, 22:13)Thoth Wrote: And have a wee lookee see at F8 next time you're ingame.
...this is where I get nervous. We're doing well, really well here. Being third in score is great, but as we grow our 12(!) cities, score is going to keep climbing. MFG is tied for top, CY is about to skyrocket, and GNP is world-best on our 100%. The soldier points give me some solace...
Nothing for it but to carry on and grow, grow, grow that approval rate and life expectancy to dead last!
If only you and me and dead people know hex, then only deaf people know hex.
Checked back in, Xenu offered a reduced lump sum but also his world map, so I made the trade. Let's talk Portugal:
Spacetyrant Xenu (whipper, rager) as Winston Churchill (Pro/Chm) of Portugal (Fishing/Mining/Carrack/Fetoria)
Now this is one combination that's been massively improved by RBmod and the map, respectively. Pro and Chm have both been boosted, and in ways that complement-cheaper granaries to grow faster into the high happy cap. Churchill missed his Drill, I'm sure, but he's still a decent fighting leader too. Portugal, meanwhile is just great for the map...cheap fetorias give the coastally-biased cities a real boost later game, and with the insane cost of Astronomy the window for carracks is much wider than usual. Plus, Fishing/Mining where we all start on the coast...
Adding to this is Xenu's capital. I mean, seriously? Lighthousable lake, double wet corn, gems, dyes...yeah, it's pretty much amazing. He's grown his Seussically named cities ridiculously high as well, giving him the top population figure for a long, long time aside from a spate of whipping a while back. His very vertical empire seems very tightly bound on all sides, with ocean east, Vikings north, Mayans west, and India south. Xenu being Xenu, I somehow doubt this means he's going to turtle up and go for a culture win.
If only you and me and dead people know hex, then only deaf people know hex.
MOAR map trading. We now know a bit more about the lands east of Scandinavia. As Eaters of the Dead taught us, it's all Arab.
Borderlands 2:
Here's an amazingly ample land just panting breathlessly for settlement. It's about equally placed between the Vikings and Arabia, so they might contest it sharply, or they might divide it equitably, depends on how the settling race/other conflicts go. Portuguese carracks could contest claims in the region as well. Ought to be very interesting to see how it is settled, in an entirely academic sense, because seriously, this is a long way away.
Arabia:
First of all, let me say it again, ouch Merovech. Ad hoc at least has experience, but this is a horrific first MP game...I see no strat resources (well, Plako-captured), a bad leader/civ, and Plako as a neighbor. They're actually doing remarkably well here considering their neighbor (although their northern dotmap makes me cry). I guess it's an archer flood, or maybe metal trades, keeping them afloat right now. Knowing Plako, he'll allow them to continue to exist until he won't. Hopefully he'll raze the north for better dots.
If only you and me and dead people know hex, then only deaf people know hex.