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Gotta love abusing the game sometimes. It's either that or walk away in disgust.
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Good read so far.
Could you please post an updated screenshot with the next few city sites marked?
Are you going for a dense build in general, or did the first three cities just turn out that way?
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zakalwe Wrote:Are you going for a dense build in general, or did the first three cities just turn out that way? A dense build is pretty standard for multiplayer, for the following advantages:
1) Easier to defend, and station units between them. Remember that it's not like SP where you can just take your city back if you lose it. Losing cities in MP usually results in death, as most games are played as 1-city or 2-city elimination, meaning you die if you lose 1 or 2 cities.
2) Faster worker attention and fewer wasted worker turns, and better ability to share tiles between cities.
"There is no wealth like knowledge. No poverty like ignorance."
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The density of the build pattern depends on the reasons Speaker gave, and one more: location of food resources.
Some cities are going to have alot of overlap because it's the only way to utilise all of the tiles that I have, but others (mainly the later ones to the SW of CC) are going to have almost 0 overlap. Overlap isn't something that you should go out of your way to avoid, because their are tactical (defense, worker improvements) and strategical (faster growth, more cities) advantages to a tight build. It's just another balancing act.
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So, someone built GLH t58? That's impressive. Not sure it was wise though, might have stunted their growth a bit. We'll see though.
Also, I hate bears. One popped up next to the stolen worker (now deleted), south of CC (so had to rad via a different path to DD) and next to the western scouting quechua. I've lost track of the amount of bears I've seen in this game, must be double digits by now...
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Scary comments to make:
Second to last in score
4th city settled next turn
4th in crop yield, but only 1 behind the leader.
7th in MFG. Should change over the next 4 turns, increase from 13 to 22ish.
2nd in GNP, researching Archery (due in 2) (Writing due in 1, HBR due in 10. Yes, I risked going for writing, turned out to be a mistake in teh short term).
All borders have popped now, cows and sheep improved next turn (t62) and turn after respectively.
Barb warriors are around now, can just see it with my eastern most scout. Hope it doesn't block it...or attack later on.
Western scouting warrior has just waked through another choke point: I'm honestly wondering just how defensible this land really is, and wondering why Sullla made it thus...perhaps he expected just how antagonistic I was going to be in this game...
The southern Quechua is going to head south after healing and try to find Dreylin so I can figure out how best to attack him. Ideally I want to move at teh end of a turn, out of the FoW and into position to attack his capital, but I'm reckoning that as an IMP civ I'll have to go through anotehr city first before I can do that. I need to not give him more than 3 turns worth of production to build units to defend himself though, but with all of hte forests that I can see I'm not that hopeful it'll happen though.
Little annoyed at constant asking for pauses. I'm going on holiday tomorrow, and I paired up with Memphus because this way I knew I wouldn't have to ask for a pause. I wish others would have done the same thing.
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I suppose this counts as metagaming...but Ruff and TDA are in a war it seems. Then again, expecting the team with aggressive praets to stick to peace would just be naive.
I hope you spectators are having a good game though...
But this does mean if I can find someone with alphabet, that I could possibly trade for IW and Alpha, so only down Monarchy and Maths...
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Finally! First in MFG, 23 to 22 and first in Crop yield, 39 to 32, with a fich coming on line next turn, and fifth city setled on t68 (3 turns). The fifth city will have horses in the inner ring, and there wil be 3 workers there to hook them up upon settling. The seventh worker is curently being built at AA
Also found a barb city 8 tiles south of my most southern city...that doesn't bode well for me, because on Noble the defenders will be warriors...against Vultures? And I can in no way take the city and defend it, so I'll have to by pass it on the attack. Tactically it's a problem, but Dreylin will be making vultures to choke me, and vultures to take that city...that is hammers not into spears, workers or settlers, so there is an upside.
Man, this is going to be fun...I now doubt Dreylin can get a pillaging stack here before I can have enough units to wipe it out. So the question is, just how many spears is he going to have? Does he have any plans to deal with 20 units dropped on his lap in 20 turns? That is MP timing in quantity, and neither Kalin nor Dreylin have any real MP training, nor has Dreylin seen how I would handle an attack with SANCTA, only a defense while building. I'm kinda hoping he'll seriously underestimate the danger he is in, especially when he sees me reach 5 cities (he is currenly at 3).
Tentative plan is to revolt to slavery on t67, after I finish 2 Quechua and a worker, but before I settle city 5.
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Met Ruff with the western quechua. Not recieved an email from him yet.
Boy is this going to be fun.
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Krill Wrote:Boy is this going to be fun. (missing a popcorn smiley here...)
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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