Ok we are going to be keeping OR/Slavery/etc. for a turn because a) I'm not in a great rush to switch, and b) theres a couple of missionary builds going through this turn, and I'd forgotten why those+Theo don't mix
Anyway
The Battleground:
Unfortunately the alt key also brings up the odds so you can't see the units in azzas last city.
They're the same as listed earlier, except he keeps whipping catapults.
Against his 23 catapults, 8 praetorians, 2 macemen, an axeman, and a archer we have 11 maces and 3 catapults to the north (NO WAY I'm doing a composite with all these stacks ) and 3 maces, 7 axes and 7 catapults to the south.
I'm waiting for Azza to play (I really should go before him...) and then I'll move them up - splitting the northern stacks into two, and putting most (all?) of the south onto the forest tile.
I'm wondering if I should put those HA that can reach on the tile two back to have some none collateralled defenders or not.
Anyway we settled Ulundi:
Really torn on whether I move onto the forest or the jungle next turn...
I think I'll probably make the workboat in azza's old eastern city, and then chop out a granary here.
I took the liberty of making this trade to AT.
I know you want to get a good deal but whats more important is getting guilds ASAP - thats 1 hammer on every workshop is going to be super useful, and we cna't risk having to bargain.
I took a shot of this because it was really interesting:
Just suprised at a T155 Barbarism and paganism - especially from Commodore!
As I was doing this Commodore logged in and kicked off a GA, swapping into Vassalage and OR!
I had already snapped a pic of the demographics, so here's the before and after for Commodores GA:
[img]https://dl.dropboxusercontent.com/u/125384613/Civ4ScreenShot0110.JPG[img]
Yes we move to no.1 GNP after BC kicks off a GA
Thats most interesting because it tells us that Commodores 100% (probably) research value is 338, only 12 ahead of our 0% value.
Our 100% GNP is about 600
Also best production goes up by 60, and we can clearly tell that Commodore is that, as well as beating us in everything else.
BC are also 30 CY ahead of us, which should be alleviated as we whip two more settlers next turn.
MY GP planning is horrible BTW, I keep trying to whip the places where we want GP from - I've switched the whip to Paradigm instead of Volcano, wheere it was at the start of this sentence.
These two settlers will settle either the fish and the cow spots or the border with TT, depending how light on workers I'm feeling (cow/fish spots need little setup).
I plan to run EPs on AT until we see research, then reasses and go on either Commodore or TT.
I'm building the Sistine chapel in the AT border and either dumping hammers into or building the parthenon in Sheep, depending on your feedback.
The max hammers setup is to get as much hammers while we keep the OR bonus.
TT got lib too, taking gunpowder. (I doubt he'll appreciate that as an afterthought, but in the meta its not that big a deal - he was definitely a cert for it.
And here's the graphs (pretty useless without commodores):
And for the lols:
We've played 1989 hours!
Also, I wonder what the razing record is...before getting in a parkin situation of course.
Anyway
The Battleground:
Unfortunately the alt key also brings up the odds so you can't see the units in azzas last city.
They're the same as listed earlier, except he keeps whipping catapults.
Against his 23 catapults, 8 praetorians, 2 macemen, an axeman, and a archer we have 11 maces and 3 catapults to the north (NO WAY I'm doing a composite with all these stacks ) and 3 maces, 7 axes and 7 catapults to the south.
I'm waiting for Azza to play (I really should go before him...) and then I'll move them up - splitting the northern stacks into two, and putting most (all?) of the south onto the forest tile.
I'm wondering if I should put those HA that can reach on the tile two back to have some none collateralled defenders or not.
Anyway we settled Ulundi:
Really torn on whether I move onto the forest or the jungle next turn...
I think I'll probably make the workboat in azza's old eastern city, and then chop out a granary here.
I took the liberty of making this trade to AT.
I know you want to get a good deal but whats more important is getting guilds ASAP - thats 1 hammer on every workshop is going to be super useful, and we cna't risk having to bargain.
I took a shot of this because it was really interesting:
Just suprised at a T155 Barbarism and paganism - especially from Commodore!
As I was doing this Commodore logged in and kicked off a GA, swapping into Vassalage and OR!
I had already snapped a pic of the demographics, so here's the before and after for Commodores GA:
[img]https://dl.dropboxusercontent.com/u/125384613/Civ4ScreenShot0110.JPG[img]
Yes we move to no.1 GNP after BC kicks off a GA
Thats most interesting because it tells us that Commodores 100% (probably) research value is 338, only 12 ahead of our 0% value.
Our 100% GNP is about 600
Also best production goes up by 60, and we can clearly tell that Commodore is that, as well as beating us in everything else.
BC are also 30 CY ahead of us, which should be alleviated as we whip two more settlers next turn.
MY GP planning is horrible BTW, I keep trying to whip the places where we want GP from - I've switched the whip to Paradigm instead of Volcano, wheere it was at the start of this sentence.
These two settlers will settle either the fish and the cow spots or the border with TT, depending how light on workers I'm feeling (cow/fish spots need little setup).
I plan to run EPs on AT until we see research, then reasses and go on either Commodore or TT.
I'm building the Sistine chapel in the AT border and either dumping hammers into or building the parthenon in Sheep, depending on your feedback.
The max hammers setup is to get as much hammers while we keep the OR bonus.
TT got lib too, taking gunpowder. (I doubt he'll appreciate that as an afterthought, but in the meta its not that big a deal - he was definitely a cert for it.
And here's the graphs (pretty useless without commodores):
And for the lols:
We've played 1989 hours!
Also, I wonder what the razing record is...before getting in a parkin situation of course.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.