T131 - Held the turn up a few hours, oops. I play when my kid sleeps, what can I do?
Halvgud, the Sisub is getting support from a few other players. I'm telling myself that he's getting these sweetheart deals so he can stand up to Suttree rather than trying to dog our team, but the net effect is the same. He is getting free/cutrate essential materiel and it will make the job harder to finish him off. But I don't blame anyone for it.
This must be nice for WilliamLP, though I'll resist being jealous since we got a nice barb capture early on (The Boathouse).
There's basically no chance that I can get the chariot in there to raze the city before he can capture it. My assumption is that if he's already beating down the garrison the city is likely already size 2 so he can keep it. Otherwise he'd just wait. Maybe my chariot in the area has forced him to try capturing the city early, but I doubt it. It probably falls this turn and I'll see more of his culture as I move forward next turn. Anyway, I imagine the diplomatic fallout would be unpleasant, this would effectively be the same as killing a settler from his point of view. Not worth it.
Not much going on around the empire, just workers churning out food and connecting resources.
Here you can see the work gang that powered through getting the next dye resource connected. The Boathouse is immediately able to work it, so there's a small boost. I've also offered a few trades out on the international market. I'm trying to get gold and gems for our dyes. I offered deals to both Oxy and WilliamLP, basically 1 for 3 trades to both of them. They each get dyes in exchange for a happy they don't have (I think, unless I missed something on the relations screen and they've already traded for dyes), plus two health resources each that they don't have (unless I missed those trades too). The idea is that they're giving me two happies for one happy + 2 healths in return. Seems fair enough. If they don't think about us having MC then it will look like a very generous deal, hopefully they'll both take it.
The only other player I can really make a deal with to get a forge happy resource is Suttree and I'd rather not. There's a pretty effective ad hoc international trade blockade going on and I don't want to break it. Only two players (Kuro and Sisub) have open borders with Suttree and no one is really trading him much of anything that I can remember-- we're swapping one health resource. I'd like to keep him isolated as long as he's leading the game, and probably other players would too.
In the north I'm ferrying units around as always.
I'm not certain what to build in We Steal, but I feel like we should get the city in a position so it can 2 pop and finish Moai immediately if it is needed. Basically get a few hammers, up to four, into a spear or axe (whichever we need, I've opted for a spear for now) and then be able to double whip later to finish Moai. We still want to build it a few more places and let this city grow before we finish it, since it's useless right now, but if we get into an emergency and need to cash in the fail gold we've already accumulated this is where we have to finish it. For T132 we're going to swap builds a bit, What We Have will drop the Moai build for a turn and spend T132 on a forge while whip overflow in Stars Above goes into Moai. That will net us 90+ gold just on the overflow up there. T133 we'll go back to building Moai in What We Have until it's 1 turn from finishing it. By then some other city should have in the Possum Kingdom.
Here's our current builds. Basically a lot of markets got swapped to forges, yay IND.
I'm thinking more and more that this is a horrible time to have to go kill Sisub while we have so many good economic buildings we need to build. Sucks, but oh well. Inside ten turns hopefully we'll have a lot of this handled and can get on with finishing him. I haven't bulbed Machinery yet, I'm not going to until we have a city that can actually begin building crossbows. I'm almost certain on this one but haven't checked the bulb preference list -- us finishing Construction won't change the GE's priority from Machinery right? I mean...we can't tech Engineering until Machinery is in, so we can't bulb that. I don't see why it would change. May be worth verifying but I think we're OK.
I don't think we've posted this lately, here's the statistics screen.
So we look pretty light on infrastructure. A casualty of awful production and building a lot of wealth partial wonders. Also, we've killed a lot of barbarians and a fair number of other units, too. Those five chariots are still bad, losing a few on one turn set us back a bit early on. Anyway, I don't feel too terrible about the number of workers we have now, thanks to the Reds and automated workers.
End of turn demographics right before I rolled it:
The good news is that Wetbandit's golden age ended when I rolled the turn. But I don't think it moved us ahead in any of these categories. We're still the same Slowzantium as before.
I didn't play T132 yet, I don't like playing double turns especially since theoretically I should get some feedback about things in a team game.
Halvgud, the Sisub is getting support from a few other players. I'm telling myself that he's getting these sweetheart deals so he can stand up to Suttree rather than trying to dog our team, but the net effect is the same. He is getting free/cutrate essential materiel and it will make the job harder to finish him off. But I don't blame anyone for it.
This must be nice for WilliamLP, though I'll resist being jealous since we got a nice barb capture early on (The Boathouse).
There's basically no chance that I can get the chariot in there to raze the city before he can capture it. My assumption is that if he's already beating down the garrison the city is likely already size 2 so he can keep it. Otherwise he'd just wait. Maybe my chariot in the area has forced him to try capturing the city early, but I doubt it. It probably falls this turn and I'll see more of his culture as I move forward next turn. Anyway, I imagine the diplomatic fallout would be unpleasant, this would effectively be the same as killing a settler from his point of view. Not worth it.
Not much going on around the empire, just workers churning out food and connecting resources.
Here you can see the work gang that powered through getting the next dye resource connected. The Boathouse is immediately able to work it, so there's a small boost. I've also offered a few trades out on the international market. I'm trying to get gold and gems for our dyes. I offered deals to both Oxy and WilliamLP, basically 1 for 3 trades to both of them. They each get dyes in exchange for a happy they don't have (I think, unless I missed something on the relations screen and they've already traded for dyes), plus two health resources each that they don't have (unless I missed those trades too). The idea is that they're giving me two happies for one happy + 2 healths in return. Seems fair enough. If they don't think about us having MC then it will look like a very generous deal, hopefully they'll both take it.
The only other player I can really make a deal with to get a forge happy resource is Suttree and I'd rather not. There's a pretty effective ad hoc international trade blockade going on and I don't want to break it. Only two players (Kuro and Sisub) have open borders with Suttree and no one is really trading him much of anything that I can remember-- we're swapping one health resource. I'd like to keep him isolated as long as he's leading the game, and probably other players would too.
In the north I'm ferrying units around as always.
I'm not certain what to build in We Steal, but I feel like we should get the city in a position so it can 2 pop and finish Moai immediately if it is needed. Basically get a few hammers, up to four, into a spear or axe (whichever we need, I've opted for a spear for now) and then be able to double whip later to finish Moai. We still want to build it a few more places and let this city grow before we finish it, since it's useless right now, but if we get into an emergency and need to cash in the fail gold we've already accumulated this is where we have to finish it. For T132 we're going to swap builds a bit, What We Have will drop the Moai build for a turn and spend T132 on a forge while whip overflow in Stars Above goes into Moai. That will net us 90+ gold just on the overflow up there. T133 we'll go back to building Moai in What We Have until it's 1 turn from finishing it. By then some other city should have in the Possum Kingdom.
Here's our current builds. Basically a lot of markets got swapped to forges, yay IND.
I'm thinking more and more that this is a horrible time to have to go kill Sisub while we have so many good economic buildings we need to build. Sucks, but oh well. Inside ten turns hopefully we'll have a lot of this handled and can get on with finishing him. I haven't bulbed Machinery yet, I'm not going to until we have a city that can actually begin building crossbows. I'm almost certain on this one but haven't checked the bulb preference list -- us finishing Construction won't change the GE's priority from Machinery right? I mean...we can't tech Engineering until Machinery is in, so we can't bulb that. I don't see why it would change. May be worth verifying but I think we're OK.
I don't think we've posted this lately, here's the statistics screen.
So we look pretty light on infrastructure. A casualty of awful production and building a lot of wealth partial wonders. Also, we've killed a lot of barbarians and a fair number of other units, too. Those five chariots are still bad, losing a few on one turn set us back a bit early on. Anyway, I don't feel too terrible about the number of workers we have now, thanks to the Reds and automated workers.
End of turn demographics right before I rolled it:
The good news is that Wetbandit's golden age ended when I rolled the turn. But I don't think it moved us ahead in any of these categories. We're still the same Slowzantium as before.
I didn't play T132 yet, I don't like playing double turns especially since theoretically I should get some feedback about things in a team game.
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon