November 4th, 2014, 16:26
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Looks like we're going to get back-to-back turns tonight; any comments before that happens, guys?
Particular emphasis on tech path. Options now are:
Sailing (a couple of lighthouses & exploration potential)
Archery (cheap MP units)
Poly - Mono (Judaism?)
Metal Casting (Forge & Colossus)
Mathematics (chop efficiency & gateway to more goodies)
HBR, Aesthetics, Alphabet, Meditation, Preisthood, Iron Working are all out there, but less enticing.
Personally I'm leaning Maths with a minor draw to chase Judaism (but only minor).
November 4th, 2014, 16:35
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November 4th, 2014, 22:06
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Maths dialed up, due in 10t.
Attacking Barb Warrior had defeated our Shepherd, but down to 1.1; second Warrior had 97.6% odds so I took it and won. Bad news in Commodoria, where Dolly ended next to another Barb Warrior - she's on a Jungle Hill, so only thing better would have been a river to cross.
So we roll the turn:
And Dolly wins! (36% chance, and only took 2hits)
... and that was Gawdzak landing the Great Lighthouse, so we'll strike it off our list of targets. There are 2 IND civs out there, so it's going to take luck and/or planning to land a Wonder. There's another Barb coming up from the South, so the nearly-healed Warrior is moving to cover. I think we should put an Axe in the queue from 54 next as there's a lot of movement out there and we'll need proper guards for our new Settlers.
Los Millares will whip it's Barracks next turn, and then produce the Workboat for the Clams.
November 4th, 2014, 23:50
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Sailing+Writing gives us possibility to trade with other nations. Not sure if they will be willing or ready to. We can also plant some island city to improve our trade routes if noone opens borders.
November 5th, 2014, 00:04
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(November 4th, 2014, 23:50)OT4E Wrote: Sailing+Writing gives us possibility to trade with other nations. Not sure if they will be willing or ready to. We can also plant some island city to improve our trade routes if noone opens borders.
Writing in this mod gives Map Trading only (OB is moved to Alphabet).
I was primarily looking at the backlog in the build queues - Libraries, Granaries, units, Settlers, Workers - and wondering if it would be worth another cheap tech that essentially only adds to that backlog with Lighthouses & Galleys.
I do agree that sooner rather than later with a view to settling some Island cities for Trade routes will be very valuable and we should slot that in fairly soon.
November 5th, 2014, 00:06
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Looks like dtay may have settled his 5th city this turn. A- is fully healed and has started in that direction anyway (off to finish defogging the NW coast past the Pigs) so will try to scope out the new city sites.
November 5th, 2014, 00:42
(This post was last modified: November 5th, 2014, 00:44 by OT4E.)
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Archery is not useful, waste of turns and hammers, imho. We can pillage our cooper once we get some military and produce 1-2 warriors in each city. We dont have so much production to spend it that way.
Looks like I found Commodore's 4th city. The pig on the coast is pastured.
November 5th, 2014, 04:37
(This post was last modified: November 5th, 2014, 04:42 by OT4E.)
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Few considerations.
I like that Commodore is settling in dtay's direction. They have a lot of goods to divide and they are much closer than we are. Hope they will be busy digging a pit to each other.
We must be ready to meet someone else there in the north, otherwise Commodore has too big landmass for himself. I doubt he does.
I must admit that we have no potential to build any wonder and at least to rush for it. As Dreyling stated we have almost nowhere to build settlers except cap. And I agree that building settler for over than 10 turns cant be satisfying. Our population is small and nearby food sources are pathetic. One 5-food tile or several flood plains is our snack for long time. We must focus at working land to become good. Pyramids or whatever wonders of the world will not workout the hammers we spend on it.
Let's be realistic. Our strength is the number of workers and we tech Maths to chop settlers. Plant cities near the forests and chop settlers in them instantly with pre-chops. Starting from the city near the coast and further on.
The only thing I can propose is to save some chops in the cap for one of the later wonders (may be for calm-building HG) and to plant our "wonder" city and start developing it (granary without chopping, rising pop and expanding borders). Then we will see if we can afford ourselves to build something.
The strategy for each city is simple. Chop settler instantly if possible, make one chop for granary. If this all is impossible we are not ready to plant such city yet. We also need 1.5 - 2.0 worker per city at least, dont forget it.
For Bodmin we can try to make a GS there. We need some chops for the library. I see it as city of 5 using sheep and 2 cottages and 2 scientists, LM takes clam and some other cottages.
November 5th, 2014, 06:53
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2metra asked where to take culture and commerce? We also need to think about the military against dtay who could start growing army to make pressure on Commodore. We must be ready to catch them.
I painted some base for expanding and growth.
Shortly. Cities with granaries are ready to build units. With or without barracks it is not very important. If we see we have enough military we switch for domestic buildings like libraries, lighthouses and etc.
The commerce comes from cottages, rivered tiles and trade routes. I think currency is important tech we need to keep in the mind. But I prefer to have islands settled first. Cottages will reward us if we let cities work them. Right now we have 12 citizen. Not impressive? We need more small cities. They will maintain themselves for the nearest future.
November 5th, 2014, 21:46
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I'd made a mistake with the build in Samarkand; it should have been a Spearman to offer defense from a potential dtay Chariot. I set the build in 54 to Spear; it will complete with lots of overflow in 3t if the chop remains uninterrupted.
Barb advanced onto the grass forest hill, so the Warrior stayed put and will finish healing. We've got a lot of Workers in the area, so I do hope he suicides!
Los Millares whipped its Barracks and will regrow on the WB build. I think that this is the place to produce the Workers we need since it will have good hammers for the EXP bonus.
Samarkand does not want to be whipped and does want a Library sooner rather than later; should we skip a Granary build here and queue the Library up next?
Bodmin is currently working 2 cottages and the Corn to grow. If we can get the Granary to 29/60 at size4 with a half-full bucket, we could 2-pop the overflow into the Library and then regrow to another 2-pop whip to complete it. Or are you suggesting we skip the Granary build and start the Library straight away?
I like the plan overall and will see what I can do to execute!
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