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[Spoilers] REM and AdrienIer's thread of football, spamming and blaming it on the mod

Turn played, there were a few decisions to take. First I think the scout should go south towards GJ to try to get sight of his cities. There's nothing he can do right now, so why not. Second the northern WB is going south, not sure if he's supposed to go NE when he gets back to our land or W to scout the island. Third that's my micro for CN. I found it better to work the 1/1/1 rather than the automatic 2/0/0 because we'll only lose unhappiness in 7 turns. We also get maths a turn sooner and 1 more hammer into the lighthouse.

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I decided that we needed the deers more than another cottage at MCG. Why ? Because MCG is unhappy for quite a few turns as well so we're fine with the tiles we have for now. It'll change soon of course but the deer is more important, Rose Bowl (1994 world cup final) will be at size 3 in less than 10 turns working the sheep the deer and a cottage, not bad heh ? One of these workers can then chop stuff in RB while the other cottages MCG.

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As always if you find a good reason to change something there's still time, the turn won't roll for a few hours I suppose.
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Yeah good plan on the scout moves. Obviously my fog gazing is poor - no river there! Also we can you the 10 turns mandatory peace with GJ to scout unfazed. Although we will prevent barb spawns near him don't forget.

Happy to work the 1/1/1 tile, we will have the mine to work soon anyway, then we can probably get a settler/worker out of there.

Yeah we need the deer, it should hook up the turn we grow to size 2 in the new city and yeah river cottage for after too.

Happy with everything. We need a galley from somewhere soon to begin settling the northern and western lands - especially the western lands for ictrs!
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WB in the west has seen nothing this turn, he'll go NW-W next turn (because going south means going towards the cold). In the north the worker is roading towards horse city, that way we get the city a turn sooner. Of course it means the horse is a couple turn later but I think it's best. If the new city only increases our maintenance by one we'll have maths in 6 turns, else in 7. I hope it's the former, the cottage/chop for RB is due in 7. MCG is unhappy but there's nothing we can do for now. We'll probably need the sugar as a happiness resource, as much as I'd like to keep the 3/0/4 tile we'll have by calendar. Also it might be worth it to get a city S of MCG soon for the furs.
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Sounds good so far - where do you think we should get a galley from though? I can't think of a good location to build it from...
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Maybe a double whip out of MCG ? That way we get rid of the anger temporarily. We can start it whenever, whip it the next turn and overflow into the archer (or something else, whatever's more useful).

New turn ! 2 news, n°1 I'm super dumb (shouldn't be news by now) so the settler is on the right tile with 0 movement points. What a useful road I did there. Next turn we settle our 6th city and start pasturing the horse.
News n°2 is that we should definitely settle the island in the west :

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It means we can keep the MCG sugar as a village/town and use this one for happiness, we can get ICTR and it looks like we can get a lot more land from what the fog looks like. The WB goes NE-NW next turn to find seafood and if my calculations are right it'll be back just in time to hook the crab at SC the moment its culture grows.

Edit : I forgot to mention that we're first in GNP and last in soldier points. That's not worrying at all.
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Another turn, this is going fast. This time I'm not so sure about everything. First the WB in the west found nothing, he'll head back for SC next turn to hook the crab. We got a hindu spread in RB which is nice. Too bad it's the only place where we don't need culture. Wembley stadium is founded, it's currently building a granary and working the unhooked crab that will be hooked next turn, our main advantage is our great commerce output it's probably best to make good use of it (46bpt at 100%, 33 at breakeven). Maybe it should build an archer instead ? It doesn't have any MP right now.

EA is on a settler right now, not sure what to do there because it can't grow without becoming unhappy and still has whipping anger. We'll want a settler anyway for ICTR with the west soon. I put MCG on a galley, it'll be whipped next turn and we'll get rid of the ugly red face next to the city name.

Last decision is Messi : GJ has his scout as a sentry on the hill, probably meaning he'll kill any unit approaching from the north. Should we go south anyway, scout his land for a turn and probably get killed ? Or hide in the north for one more turn ? I'd like to know if GJ's city is on the island or north on the FP wheat spot. I think it's on the island or the scout would be 1NE on the other hill, but a quick check is probably a good idea.

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Forgot to mention, Gavagai got the oracle. I'm still convinced we could have beaten him to it with our marble being at our second city. But hey, we're at 6 cities when he's at 4, and HAK at 3 so it's got its benefits going on expansion mode. GJ agrees with his 6 cities as well.
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Looked in, happy with it all. Moved the scout towards GJ. We still have 3 turns of unbreakable peace with him don't forget. MCG will be unhappy for a turn after the whip next turn, but that is fine and manageable.

When CN grows it should build a settler probably. It needs a 5th tile to work though. We could get a cottage going on the square 1N of the mine or just work the coast for 2/0/2. Not sure what it should build until the growth though...

After maths currency should be the next stop. It is much better than alpha, we will get +1 everywhere and can rely on either HAK or Gavagi getting alpha for trade routes for us smile and if not we can easily get ICTRs anyway

Perhaps we could have got it but we would have been very weak now. The worker turns needed for the marble alone would have been huge, and none of our cities hammer output is great atm so we would have needed to chop/whip it. Essentially I think whilst it would have been possible, it would not have been wise. The war with GJ would have probably fared worse too.
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Where do you think our next cities should go ? Out in the west ? Also I think the northern WB should go NE to reveal another route to Gavagai, one that doesn't go through GJ land.
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Played the turn. Moved the scout towards GJ and picked up where his cities are.




Pretty much as I would expect and plant myself with the others location.

Counted it up in my head and the western workboat could do a one move back and forth before it is needed, lots of juicy goodies :P




General overview:



Started a new cottage for CN and SC to share.
MCG whipped. It should slow build a settler to get through it's whipping unhappy.

As for your questions, timed it out on the map. Moving the galley to the west that next settler from the cap can settle that western island without any waiting or waiting around turns. I like the plains hill that will pick up sheep first ring. Gives us some natural defense should barbs come knocking. I would prefer the workboat to explore west rather than another route to gavagi - I think as long as we have sight of his coast we can have routes with him. Not 100% sure on that, but western knowledge is better in my mind.
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GJ has 6 cities so I think he settled on the island east of him.
I think we need all coast tiles between us to be revealed and accessible to have TR, but I may be wrong. Can you test it ? Else I'll do it this weekend.
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