Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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{SPOILERS} 2metra, Dreylin & OT4E. This is the beginning of a wonderful friendship.

Turn played, 2 chops into Granary and 1 into Settler. Samarkand also stole 54'd FP Farm to get growing; it's own FP will be Farmed in 3t by Gamma. Alpha and Beta will head North to join Delta prepping the new city site.

Here's the Southern Wastes as promised:


Room for a couple of Fishing Villages, but not much to get excited about.

B+ is going to head back to the core along the coast to spot any other seafood.
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Played the turn, not much to report; my plan of sending Dolly around the West side of Commodore is a bust - as the lurkers already know, he's got a coastal capital. She'll swing around and try to circle him and check out if there's anything to the West of him. Herc is continuing NE without incident (or encounter), and B+ is set to reveal some Ocean tiles for the next few turns.

I finished the "free" Plains Farm using only intermediate Worker turns - probably this is where we'll find our Horses! lol

and I misclicked Beta so he put 1t into a Road that we don't need instead of moving into the forest to start. That screws the micro at Los Millares up a bit, but I think it's recoverable.

1pop Whip the Settler at 54 will overflow into a 2t Warrior. I also juggled a lot of tiles around between the 3 cities - Bodmin now has the Corn, but will hand back next turn.
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So eventful stuff this turn! yikes

Here's what Dolly saw when she turned to go back around Commodore:


So his third city was planted this turn. We will plant #4 in 2t and I think be ahead of the curve at that point. Anyway, Dolly is going to circle wide to get around the edge; no point taking risks that he'll swipe her.

I wanted to start the conversation about where to settle next; here's the screenshot I took, with more excitement than expected:


So first thing is that 54's borders have popped and we can see an island to the East. We should probably try to explore this way sooner rather than later so we know whether we'll have to defend this direction as well.

Second, that's the Barb Warrior we spotted earlier who has headed straight for us. 54 is 1turning a Warrior with the Settler overflow and can then follow with a second, however we might be better to hold the hammers and let it upgrade to a Spear and push that out. Next builds here are some combo of Worker and Granary.

Settling plan; I think we need to push South next options are the Red/Blue circle area, or the coastal spot NE of the Sheep. The latter would be a faster start if we had 54's Sheep Pastured; then it could borrow until it's own were only. Converting those Sheep over is, I think, a high priority but we also need replacement production and the extra Mine will take a while to get online. Red is the spot proposed by OT4E, but I'm wondering why that is superior to Blue, which has less overlap, but still good access to FPs for early growth and then will also grab the Deer which can be improved for the "Wonder" location?

We've got a little while to plan for this, but soon we're going to want to start the micro to optimise the Settling.

Since we have Stone on hand, I'd also like to start planning for a run at Pyramids. Probably we want to get Maths first for the chop efficiency, but if we plan well we can target the chops for the turn that comes in and minimise the completion date. Where to put it is a question; it probably has to be 54 or a new city with lots of forests available - is that the spot to the SW, or the Central city towards dtay, or the "Wonder" location further SW?
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Nothing much happened last turn, so I didn't report. This turn however:



I decided he deserved a better grade, so he's now A-!

Here's the overview of Portugal after the founding of Los Millares:


Sheep will be hooked up next turn, with Copper 3t later.

Our military is now 3Warriors, with a fourth next turn and a fifth due from the Capital before the Copper is connected.
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lol at the scout's name.
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Based on turn play times it looks like Furungy is in a turn split with someone - odds on Mackoti, since the only other obvious candidate is dtay. I'll try to pay attention as future turns roll and nail it down.
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I logged in to look around and I think we could have nice TGLH in a coastal city south of capitol. Would be nice if we get that this time.

That said, not sure on tech. 6 turns for sailing, but we might not have at all the settler to settle and work towards TGLH in 6. Maybe if TGLH is still available after we tech Writing? We can get libraries for border pop instead of monuments?

As for war, being at war might explain why Mack is at the dead last place score-wise.
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Agree on writing. We can start thinking about GS. I doubt we can rush GLH, because we need to grow that city first and make some mines. Possibly we need to finish it with maths also. So we have big plans for maths.

Mack is bad in score because of low land. Can someone post demo screen? I dont think there can be serius war so far.
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OK, sounds good.

54 will grow in 3t and complete a warrior; next build is a Worker and then Settler - probably whipped.

Samarkand has grown to size2 and is back working the Gold; Pasture complete at Los Millares and the Mine will start next turn.

Barb Warrior has turned back towards our lands, so the Warrior has moved on top of the Scout in an adjacent forest.

Demogs are below, however it's not anything in there that makes me think there's a war; Furungy has been playing late in the turn and has not been playing double turns. This turn he played soon after mackoti and I think the same is true of the last few turns.


Also notice in the top right of the shot is Hercules and above him is the Northern Tundra. So we've been South to North; time to add a bit of East to West! twirl
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Looks like somebody got 1-2 chars or archery.
The lowest land consists of 31 land tiles only. It can be explained by water start or decent pressure.

Good idea is to track dtays population every turn. We must keep in the mid what he is doing all the time.
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