January 31st, 2014, 03:52
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Awesome updates!
Quibbles: Spiritual is totally a late-game trait. Charismatic and barbs go together like peanut butter and chocolate. And how do you know what your SW food is? No scouting cookies!
February 1st, 2014, 00:30
(This post was last modified: February 1st, 2014, 00:36 by Gazglum.)
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Fourth city founded, The Argo, named for one of my favourite story ships.
As a kid I used to sit crosslegged on my sofa and beat a drum so all my imaginary Greek rowers would pull in time. Good times. Sadly I have no magic figurehead in this game to tell me what to do, so I'll just keep playing it by ear.
Plan is to chop all those forests out while peace lasts and get a fully setup town garrisoned by 2 vultures and a spearman.
Q - if your'e still around I need some advice. We have the cows and 4 forests. Chopping them all would give us 80 hammers, which is almost the whole Oracle. The Oracle would be huge culturally, and it doesn't really matter being on a frontline city because its worthless to capture.
So we can go granary + library + walls or something, or try for the Oracle. It's late to get it, but I don't think anybody else has marble and nobody else would have hurried up the religion tree like us. Thoughts?
February 1st, 2014, 00:37
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Looks like you have five forests?
February 1st, 2014, 00:38
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(February 1st, 2014, 00:37)NobleHelium Wrote: Looks like you have five forests?
Q, even better, we have FIVE forests!
(Thanks Noble!)
February 1st, 2014, 04:17
(This post was last modified: February 1st, 2014, 04:20 by Gazglum.)
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Ok, if I wasn't a noob and had planned ahead properly the Oracle could be done in The Argo on turn 54. But even now, if I pull all my workers up here I calculate I can get it on turn 56. And I'll finish it on two chops, so at worst I'll only sink two forest into failgold. If I get it I'll probably still grab Metal Casting. It's nto as good as it was, but its the most beakers I could reasonably grab at this stage, and the Colossus would be nice for me too.
War isn't possible again until turn 58. So that would give me one turn grace to pop borders before the possible oncoming storm. It's close enough to be worth trying, and it will be fun. Nothing would give me more satisfaction than culture claiming Yuri's cottages.
Meanwhile, Hinduism is stubbornly NOT spreading, which is starting to annoy me, and I've built a library in the Dawn Treader.
February 1st, 2014, 04:38
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I think of noble as a magic talking figurehead.
What other techs are available to Oracle?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
February 1st, 2014, 04:52
(This post was last modified: February 1st, 2014, 04:58 by Gazglum.)
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(February 1st, 2014, 04:38)Old Harry Wrote: I think of noble as a magic talking figurehead.
What other techs are available to Oracle?
Currency (369 beakers), construction (322), code of laws (322). Metal casting is 415. Nothing else I would consider. Normally I would quite like getting code of laws > civil service, but its literally a useless tech for Sumeria so I'm not keen. I'd rather get civil service through feudalism I think, which takes me towards knights as well as civil service.
I'm doubtful again now. Messing around with looking at my GNP and trying to work out known tech bonuses, I think at least one of the others already have priesthood and has had for 2-3 turns. Plus Dhalpir's comments in the tech thread...hmmm.
Still, I'll probably keep trying this plan. For the funz, and because my forest chops will be staggerd 2 on turn 54 and 2 on turn 56, I'll be able to turn most of the production to something else if I need to.
Also, I'm a noobhead. Going back looking at the event I saw a whole lot I missed while I was freaking out over Yuri. Namely that Whosit and Ilios had a 2 turn war (worker snipe?) and that Whosit founded judaism. Doesn't matter, but I need to be more aware of those things.
February 1st, 2014, 05:35
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Actually, now that you mention it, I think currency might be the better idea. As a non-IND leader we won't be wanting forges for a good long while, and that makes the Collossus an expensive investment. Whereas currency should start to pay off instantly, even if its only 1c trade routes, has synergy with a islands push gives the wealth option and hopefully doesn't encourage investment in non-expansion options. The difference is only 50b anyway, which should be made up in 10 turns or so of 1c routes. So the question is, if we went MC, would we want to build the Collossus in a short enough timeframe for it to be worthwhile over just researching it normally?
I believe the answer is no, but I haven't opened a save for 40 turns now :/
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 1st, 2014, 07:46
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(February 1st, 2014, 05:35)Qgqqqqq Wrote: Actually, now that you mention it, I think currency might be the better idea. As a non-IND leader we won't be wanting forges for a good long while, and that makes the Collossus an expensive investment. Whereas currency should start to pay off instantly, even if its only 1c trade routes, has synergy with a islands push gives the wealth option and hopefully doesn't encourage investment in non-expansion options. The difference is only 50b anyway, which should be made up in 10 turns or so of 1c routes. So the question is, if we went MC, would we want to build the Collossus in a short enough timeframe for it to be worthwhile over just researching it normally?
I believe the answer is no, but I haven't opened a save for 40 turns now :/
I think you might be right, though the downside is that if we don't get land the Oracle we have to then start researching currency from scratch. But it would only be a few turns lost.
I know I asked you this in our duel, but I want to confirm again. When I build an island city, ALL my starting internal trade routes will go frmo +1 to +2, is that right? There is no limit on the number of connections you can have between cities internally?
That being the case, I presume I will need 2 island cities to get both trade routes doubled when currency comes in?
I think our next city should probably be on an island, the only issue is that its hard to dotmap right now without much knowledge. WHen the settler is done in 3-4 turns we should have a good idea of where it could go. The other possibility is to build for horses, so we can have chariots ready, but I'd rather delay that for growth if I can afford to wait a bit longer.
By they, we are uncovering more food in the south, I'll show a map soon. The only problem is that I don't have the workers to improve it yet.
February 1st, 2014, 14:14
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Quote:When I build an island city, ALL my starting internal trade routes will go frmo +1 to +2, is that right? There is no limit on the number of connections you can have between cities internally?
Any city can supply a single trade route to all of your cities. Due to how the mechanisms of how trade routes are calculated, this means that for each overseas (island) city you will recieve one 2c trade route to each of your cities. This amount can be increased by reaching certain levels of pop (I believe there is a jump every 10 population in the trade-supplying city) provided the cities are a certain distance apart.
So yeah, we will need two island cities to fill up our routes.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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