May 20th, 2013, 20:27
(This post was last modified: May 22nd, 2013, 15:51 by suttree.)
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(May 20th, 2013, 19:50)Commodore Wrote: Nice timing. I like how camp/road->pasture works.
Actually, I won't be able to build that road  Yes, it saves me two worker turns in the long run (one on my way to the cow and one because a future worker doesn't have to return when I need the health) but it means the cow is up one turn late (-3fh) and, more importantly, it means my second city is up one turn late. The former didn't bother me when i sketched the initial plan, but the latter is a problem. My plan didn't account for the distance from my Capitol to the (then unknown) cow/corn site.
There's so much health on the board that I won't need the deer road for some time, but it feels messy not to build it while I'm there.
May 21st, 2013, 08:05
(This post was last modified: May 21st, 2013, 08:14 by suttree.)
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T13 - ANIMAL HUSBANDRY(T18) - 92/161
GLOBAL EVENTS
*none
LOCAL EVENTS
*exploration continues
*note to self - remember to move back to the deer next turn
OVERVIEW
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Threads: 7
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T14 - ANIMAL HUSBANDRY(T18) - 106/161
GLOBAL EVENTS
*none
LOCAL EVENTS
*back to the deer, growth/warrior T19.
OVERVIEW
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T15 - ANIMAL HUSBANDRY(T18) - 120/161
GLOBAL EVENTS
*Arabia discovers 7 turn tech
*England, Russia get 15T Bronze Working. See if England manages to leverage SPI and whip something out this turn.
LOCAL EVENTS
*none
OVERVIEW
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Threads: 14
Joined: Feb 2011
Suttree sits cross legged before a window of glowing phosphorescence, a great terror gnawing within his guts. Men and hosts have walked this path and returned, irreparably altered, flesh flayed from their sanctities. Sparks fly across his fingertips as he crafts the doom of the heathens.
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(May 22nd, 2013, 20:00)Nicolae Carpathia Wrote: ... flesh flayed .. fly ... fingertips
oh yes
May 22nd, 2013, 20:50
(This post was last modified: May 22nd, 2013, 20:54 by suttree.)
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STUFF IS ACTUALLY HAPPENING
T16 - ANIMAL HUSBANDRY(T18) - 134/161
GLOBAL EVENTS
*Portugal, China get Bronze working
*I was wrong about England. Seems retep will grow to pop 4 before whipping a worker - looks like he's slow building something at the same time? Whatever, I shouldn't waste my time reading demos.
LOCAL EVENTS
*CONTACT!
*Russia is near, with Bronze Working, but I didn't start next to Rome! I'll post some thoughts when I get a chance; the map will have to do for now. It looks there are 14 tiles separating the capitols. I've marked 7 tile boundaries on this turn's overview map. Note that the peak tiles to the east slow Russian settlement in that direction. I'm going to try and loop my settler to the east, delaying contact. Hopefully I can convince Russia that I'm somewhere north and so lure his scout(s) away from my land.
OVERVIEW
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Quote:Whatever, I shouldn't waste my time reading demos.
The right attitude
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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OK, I was right about England (no demos here, just civstats) he did whip out a workboat t16 - apparently you can whip in pitboss even after ending turn. I still don't understand why he didn't whip the second workboat t15, growing on to the seafood t16... Also, happy he's not financial!
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Threads: 7
Joined: Dec 2012
T17 - ANIMAL HUSBANDRY(T18) - 148/161
GLOBAL EVENTS
*none
LOCAL EVENTS
*Sisu hasn't spotted me yet, but look who else is in the neighbourhood:
![[Image: xwVztWn.jpg]](http://i.imgur.com/xwVztWn.jpg)
That's right, TyBoBricka, the most experienced team on the map. I really need to write a strategy post to organize my thoughts. Will do once I get some sleep. Big-ish turn next when AH reveals Horse. Won't finalize a plan 'til scouting warrior checks out the east backline site. The worker will pasture the cow and is ready to road to the cow/corn if that's where I settle first.
OVERVIEW
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