How does one rename units? We've got a pair of impi now that are due to receive random names ...
[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!
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(February 12th, 2013, 15:46)Sareln Wrote: With the unit selected, click on the name in the unit box in the bottom left corner of the UI. Thanks Rudolf (impi) is now exploring the jungle/forest area to our southwest. Jose (impi) is acting as MP in Grand Slam slash zone defense for all the cities (he can reach any city before it could be attacked, assuming no double moves). Founded Volcano this turn (A mountain that speweth forth lava from the depths; a spicy taco from Taco Bell) ... Next city will be Turkey, unless anyone has another suggestion. We've regained #1 position in food after dipping low from a couple whips, and we also stand at #1 in MFG this turn (I'm too tired to post demos and a screenshot this evening, so I'll catch up tomorrow).
Whore jose and Rudolf?
Otherwise sounds good. Where are we at research wise?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
0% for 2 more turns, then probably IW so we can settle into the south. Or we could save for a few extra turns and get Monarchy. Or we could go writing > Maths ... Pause to save gold for a couple turns, and the currency.
What are your thoughts wrt tech path?
Iron working is probably best, then writing to start on a academy.
Monarchy isn't going to be big until we're setup for it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Yeah, monarchy only works if you actually have units for MP ... IW won't really help us short term. Our next city in the SE has forests along the river banks so we'll be fine there until we have happiness to grow big.
It's been a while since you guys have had a full report and I have time now
Demos T59 (overdue from last night) Demos T60 Here are all of our cities T60 (opps, I seem to have forgotten to take a shot of the new city. I just improved it's corn though; it will grow in 3 turns, with a chop and whip coming for the Granary in 4 and 5 turns, respectively) ... Notice that we can already get 4-turn workers out of Doughnut. Neither Grand Slam or Porcupine need the cows this turn or next, and I'll probably keep them with Doughnut until the worker is finished. Found a barb warrior down in the southwest. with 78% attacking odds there was no way I was attacking into the jungle. I was expecting him to suicide into our impi, but no such luck. He wandered off closer to us. We've got an impi sitting in Grand Slam now though so we're fine. After moving the impi I decided to take a look at the cultural overlay in globe view and saw this ... If I'd have checked before moving the impi I would have moved down to check out AT (who is our rival to the southwest, NOT Commodore ). Should we go poke around with our impi and try to cause some trouble? You might have notice from the screenshot above that research is on for writing ... I must have inadvertently left it so when I played quick yesterday evening. I was just trying to get a sense of how long the techs would take to research. IW really doesn't do much for us in the next two dozen turns, so I think I'll continue down the writing > maths path. I logged back in because I forgot to grab a demographics shot for T61, and I found this ... Azza settled another city this turn (it wasn't there when I logged out earlier, and the new city shows up on civstats too. It is Azza's 3rd city, so probably within 4-5 tiles of his capital, and it's coastal. With sailing we could put a 3-move galley in the water to raze it Demos T61 And one final thing: We have graphs on Azza now. Nothing alarming there, we are #1 in power by 2k. (swapped EP's over to AT, but it'll be 12+ turns)
Based upon the assumption the capitals are approximately equidistant, I'm guessing that we are seeing 3rd ring borders on AT's capital. He still only has 2 cities ... probably the side effects of beating us to the Stonehenge. I'm feeling in a frisky mood. I think I'll head over and take a look next turn. I should be able to get closer next turn without being seen if I move 2W.
Here's a possible set of movements (mostly academic, since I'm only partly serious, but it'll give you guys something to talk about). Just make sure that nobody spills the beans ... Diamond square will reveal the two yellow tiles, giving us a cultural overlay read on the two red tiles. If this is indeed AT's capital 3rd ring, it must be located 4SW of the silks. Iffff we decide to play frisky and choke AT, to avoid possible double moving I should try to move towards the end of each turn for the next few turns, right? I could move the impi in Grand Slam out towards the SW as incoming backup since it's not needed for happiness control now that I've whipped away 2 pop for the worker. But this would leave our border cities, Doughnut and Volcano, defenseless if a barb warrior appeared on the diagonal out of the fog. Not a risk I'm willing to take, however small (right now the impi would be able to reach and get inside Volcano in time if a barb appeared).
Looking good
I think that an attack is unreasonable, but we might as well run numbers to see power ratings et al. What civ is AT? We can't hit azza out of the fog - pity we're so close (Do we have his graphs? I forget when we met.) Do we have a plan for a library sometime? (I'm starting to think taht a academy would be awesome soonish - yeah this is different to before, but hey, idiots can change their minds right?)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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