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

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[spoilers] Going Dutch: The Commodore Files

(December 22nd, 2014, 21:08)Commodore Wrote: We're trendsetters, apparently.
Second verse, same as the first, although the civics say that Dtay is even more ahead.

Incan knights incoming. The detour to Construction for catapults and war elephants? Worth it.

As the event log also alluded to, Turn Coat was founded as well. It's in the filler camp, but Fool Moon is giving up the corn a fair bit, plus we have a real need for more dyes (trade bait). So...not going to regret it.

Consider this "settled for silks/whales".
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Even a bad city is worth having smile
EitB 25 - Perpentach
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So this was two hits away from being *very* annoying. As it is, though, the mauled galley will repair in Brief Cases while the worker chops then mines some actually decent production for this place.

Barbarian galleys: Awful
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(December 23rd, 2014, 14:58)Mardoc Wrote: Even a bad city is worth having smile
Perhaps, but Turn Coat ain't that. It's cheap because it's near the capital, it has a corn most of the time now, plus farms we need to chain irrigate anyway, plus works two dye plantations, plus gets up and running ASAP due to forests. If that's your idea of a bad city...
If only you and me and dead people know hex, then only deaf people know hex.

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(December 23rd, 2014, 21:42)Commodore Wrote: If that's your idea of a bad city...
Ok, fine. It's merely a problem of BUILD MORE WORKERS. Cause, see, it doesn't have any of what you described right now - right now it's got a grass forest to work.
EitB 25 - Perpentach
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(December 24th, 2014, 06:38)Mardoc Wrote:
(December 23rd, 2014, 21:42)Commodore Wrote: If that's your idea of a bad city...
Ok, fine. It's merely a problem of BUILD MORE WORKERS. Cause, see, it doesn't have any of what you described right now - right now it's got a grass forest to work.
Good heavens, man! How many workers are enough for you?

Actually, it was a Caste artist worked, last three turns.
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Clearly you need enough workers so that every tile in a new city's radius should be improved immediately.
I'm just doing my best out here.
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(December 24th, 2014, 22:31)Commodore Wrote: Good heavens, man! How many workers are enough for you?
Never work an unimproved tile.

Quote:Actually, it was a Caste artist worked, last three turns.

Ah. Well, that's ok then I guess. Although then I need to know why the Monument...
EitB 25 - Perpentach
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It's a culture city, natch!

Else just a misclick that I rapidly fixed...
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A tale of three turns:
ONE:

Plant this dumb city.
TWO:

Get caste artist-y.
THREE:

Plant a great work there, for all to see...
If ever I feel my culture's overthrown, then I'll start it back at one.

So yeah. That's your golden age result, PB22. Whee, made Plako's peninsula a very very bad place. It's a good thing, because we ain't exactly overburdened with great places on the mainland to expand, otherwise. 400 AD, and we're pretty much full up. scared

Still pumping settlers though, for what it's worth.

Okay, well, there was one more result. Bureaucracy! It's not as great as it could be, but it's still pretty great here in sunny SF. National Epic, then with Metal Casing online I'll go directly on to a forge. Machinery will be paired with CS in two more turns, so aggressive maces with pair with protective longbows for a heaping helping of "ouch" for prospective Incan conquistadors. Because oh yeah you know that one is coming, right?

About twenty turns from a Great Dude...so that's the due date on Economics.

Guilds in say six turns? Then Education line.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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