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Dtay's Little Red Book

nicely done dtay, congrats on ignoring The Oracle least. lol
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Much obliged.

First report in a while, so here it goes:

Screenshots keep randomly not uploading, I think I need to switch what I'm using (imgur right now), any suggestions? So here's what managed to get up:

Shot of the empire as a whole:


You can see alot of overseas neighbor culture, the northern blue and western brown are actually peeking out of the fog, don't actually have visibility on those tiles. My galley is going to go exploring and see what's up on those coasts.

More peeking culture down south, and if Im not mistaken (and I seriously doubt I am, I'd recognize Indian pink anywhere), that's the lurker civ down south in an icy hideaway!


New Goal: Nuke the lurkers?

Zoomed in shot:



Demos:




But also I preserved this from a past turn when I went 100% science on a triple-prereq writing... posting just to show off



Curse you lurker civ again!


Nearterm strategy:
Saving money for math, though considering getting archery first for protective archers. After that not positive if the play is construction, currency, or calendar. Currency would be worth about 28 commerce per turn by then (assuming I get up to 14 cities), which is fairly substantial. But getting calendar first would let me make a play on MoM, which I'd love to grab with my marble. Construction is the bottom of the list right now, I don't think quite that near term aggression is going to happen, but it's not ruled out.

I'd say right now I'm thinking Calendar>Currency, dependant on working out an effective MoM micro plan. I think the best place to build it would be Wilfork. High production, 3 forests left to chop, and I can get a forge up by the time I get calendar.

I have 4 mainland cities left to settle, settling one in the next few turns (settler in transit). That gets me to 14 cities. After that, it's either a settle right up on Whosit, more island cities, or military conquest if I want to keep up the empire growth.

Krovice have secured in comparison more land, especially in the deep south, but it is in general of lower quality (especially the southern tundra). I think they'd still net come out ahead in overall potential, though I'm further along in the land-development curve than they are. This means (or rather, this is yet ANOTHER reason) why I can't play the super long game here, I need a play whilst my great start is still giving me advantages.
Fear cuts deeper than swords.
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Getting some pretty good spread luck here. Or rather, the spread luck continues. 3 more spreads in the last two turns. The Gronk spread is pretty meaningless in the short term, but the other two spreads will pop borders onto food-resources (sea-food in both cases).



Judaism is dominating the other religions. Moar excellence.



It's getting to the point that revolting to judaism before a golden age is looking worthwhile sometime for the almost empire wide happy. A capital spread would almost clinch it. Organized religion is more iffy. I'd love the bonus, but the additional turn of revolt + 5gpt right now would be a fair econ setback. So we'll see. Golden age would solve all problems though, i'm going to start thinking about my first non-prophet great person sometime soonish.


Tiles in the center are a giant confusing mess. A GOOD giant confusing mess, but man it takes a lot of fiddling. There's a ton of overlap which gives me the ability (the time-consuming ability) to swap everything around as cities grow and whip. Right now if you could see all the city screens it would look pretty hilarious



Post some more fiddling now all of Brady, Edelman, and Hightower are growing next turn. There is 1 unworked improvement for them to collectively grow onto (the mine west of edelman). So... workers, get busy. (Now that I think about it, i forgot to check hightowers happiness, I might set it to a worker/settler if it is about to grow into unhappiness).

Edelman will start the colossus next turn



Whole empire shot



Demos:



GNP shoots up to 2 if I turn on max science, but I have a culture advantage v the field right now so it is a bit illusory.
Fear cuts deeper than swords.
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The revis border pop will also satisfyingly give me culture on the adjacent i-think-continent, for possible colonization in the medium-near future.
Fear cuts deeper than swords.
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amazing how clean your border is with Krovice. that looks like long term peace is at least *possible*... if us lurkers are going to goad you two into war we'd better get busy!
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Sorry for lack of reporting, I've just had very little time to devote to civ so playing the turns takes up pretty much all of the time i can put into it. Hopefully I should have copious free time tomorrow, so I'll update all my games then. Just letting everyone know I haven't given up on providing pictures all together lol
Fear cuts deeper than swords.
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This has been going on:


(referring to Pind v BL, no real idea what MKYI is doing)

So I'm beginning colonization:



Prospective city sites are on the chariot's current spot and then SW of the dye (shares an already hooked up fish with the mainland).

3t to Colossus



General empire shot:



Demos:



Whosit's power is spiking. I don't think I'm the target since a) I have the best power rating of his neighbors b) tons of pop to whip, and c) have the least contentious-seeming border, only 1 city width, and he also as far as I know doesn't even know where my capital is. But I'm going to up the guard on the Whosit border to be safe. Put a few spears to guard a chariot attack and have hammers in spears/axes in the border cities for instant whipping (already true of axes in some cases, I've been slowly partially building some for a while). I can also 1t archery anytime to give me protective archers, might do so preemptively if I get scared enough.

Fear cuts deeper than swords.
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Projects projects lots of projects going on

Project 1: Colonization



Moss has a Stele already chopped in to get a border pop onto the gems. Moss's growth can be sacrificed for +1 happy throughout the empire, that's basically 10 new population I'll be able to support since most of my cities are constantly hitting the happy cap (or actually, happy_cap - 1 since I have basically everything except Gronk on a 10t whip cycle, food is never the limiting factor in this empire)

Settling in 3 turns the site to the SW of the dye, tasty corn wasn't even unfogged when I first picked out the site. It'll share a fish from the continental empire until I get a worker over there in 5 turns to start on the corn.


Project 2: Solomon



ANOTHER lucky spread got Judaism into Hightower, so I'm about to whip in a temple and run a priest to get a Prophet in ~13 turns.

Judiasm is still the most spread religion, the shrine will only grow the gap



Project 3: Watch My Back
This war has been happening



Causing these power drops



Looks like Whosit's might is directed elsewhere right now, all good. But I need to be wary of it getting turned around and sent my way. I don't think Whosit could manage to attack me while still at fake-war with CH given he took cities off CH, so CH should want to keep up the pressure, but if peace is signed I'm going to up the military focus.

Plako's exploring Galley



I had to make a call here. I think the chance that galley is loaded is small, and the chance Plako would declare to teleport and hit my city even smaller. But I decided to take no risks whatsoever with the Colossus city and dry-whipped an ax. Somewhat economically costful in the short run, and there is tons of whip unhappy stacked in Edelman from Galley whipping, Forge whipping, Colossus whipping, and now ax whipping. But I think given my overall position I should eliminate the minuscule chance Plako would and could take this chance to burn the wonder, the lost 1 turns cottage working will probably never matter. I wouldn't do this with any random coastal city, only the ones with shiny bronze statues...

Overall Tech Plans:
Currency is the current target, it'll give me another ~30 commerce a turn, something like a 60% boost in my tech rate. After that Calendar. God Calendar. Once I settle the dye city I will have literally every calendar resource but spice in my borders. The sugar and bananas are all under jungle though, which makes Iron Working a strong next tech choice. Even if not iron working literally then, I think a push for Guilds is strong here since so many of the prerequisits I either already have (Mono/PH, Metal Casting), and two others will be substantial economy boosts (monarchy to hook my wines and do a HR/OR revolt, iron working for dejungling). Machinery is w/e, but then early knights sounds like a good way to take someone's stuff, and the beeline won't even really cost me anything economically.

I'll also make a push for MoM once I have calendar, if someone beelined it they'll beat me to it, but people seem scared to try wonders in this game...

With Currency+Calendar+Iron Working I can, in a city with a forge and (cheap!) market get a happy cap of 15, add monarchy and it's 17 with just 1 MP. That's... way larger than like 90% of my cities in PB13 are currently (or were even before the war with Commodore/FinHarry).

Empire overview shot:



Demos:

Fear cuts deeper than swords.
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Plus? Guilds->Gunpowder! Oromomomos!
If only you and me and dead people know hex, then only deaf people know hex.

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(July 6th, 2014, 21:13)Commodore Wrote: Plus? Guilds->Gunpowder! Oromomomos!

Add nationalism and I can draft my civ to the brink of revolt for muskets again! Except this time they have first strikes and CG1! Sign me up!

In all seriousness, the slower tech rate in RBmod is a real stealth-buff to muskets, they're relevant for far longer.
Fear cuts deeper than swords.
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