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In addition to having the furs online, next turn the capital will grow into another cottage, and the turn after that will switch to work its third. That should be more than enough commerce.
Yes, I am planning to road to the copper ahead of time. I have one worker doing that worker, and one to chop out the library. I haven't totally simmed it out, but I'd like to have both worker in the area, with a road already on the tile, when the borders pop.
Note: That means we will need to move one of our extra warriors over to the area, if possible.
In regards to getting a settler for blue dot: I think the most logical thing will be to chop one out of Boring after its borders pop -- we have a lot of nice forests, and two workers completing back to back in lakewood (unfortunately, one has to go to Krill, but oh well).
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Playing the turn and g-chatting with CHASM. #1 in GNP right now, and #2 in food. More to come...
March 13th, 2010, 00:16
(This post was last modified: March 13th, 2010, 00:40 by Shoot the Moon.)
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By the way, whatever happened with the CAN compilation map? I'd like to get that
EDIT: Nevermind, posted this before we got in touch on email.
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Very long chat with CHASM. Most important, we have a corn/wines city agreement in the north. Cyneheard needs to discuss with his team before they commit to the south, but even if we don't get sugar/wheat, I'm happy we secured corn/wines so easily, especially after how much work went into the Egyptian negotiation:
Quote:me: and you'd better... i think our fates are tied closely together.
Sury: it does look that way
you mentioned discussing a settlement agreement? The north should be pretty easy.
There are 2 wines, 1 is 2E1N of the corn, and the other is 3E.
8:43 PM A Carthage city that claimed the corn and the 2E1N wine would work; we have a sheep farther east that would allow us to work the wine as well.
8:44 PM me: so perhaps a carthage city on the hill 1 se of the corn?
it would have 2nd wine in BFC, but we would agree to settle after you had claimed the wine
8:45 PM Sury: ok, we can make the sheep + wine our 5th city, probably sometime in the 80s
me: okay, with being cult. you will have no problem keeping that wine for a long, long time as we would be settling in the 90s or 100s in that area
8:46 PM Sury: right, and we should get a wine to our SE eventually
but claiming it would create a double front
our wine would be 2nd ring to us, your wine would be 3rd ring
we'd settle 2E of our wine
so 5E of the corn
me: sounds good.
8:47 PM dim's new city is 4 n of your proposed wine spot... so you know...
Sury: we know
4n?
I thought it was more than that
but, still, not a problem
8:48 PM me: okay, so the north is easy (yay!)
Sury: yeah, I need to talk to my team about the south
8:49 PM me: okay, we can leave that in the air... we are probably 20+ turns away from settling in your direction
Sury: and so are we
we're about to whip a settler, and that's going to be our front city to the south
8:50 PM and a 6th city has to wait for some courthouses to be up
Oh, and how about this nugget:
Quote:Krill had mentioned that us, you, and him would be a solid research + funding team
what do you think of the idea?
9:19 PM 2 religions is the max that we'd have the hammers to pass missionaries around with
me: i think that he's absolutely right
Sury: and we clearly hadn't committed to anything, but it's definitely attractive
9:20 PM me: it's clearly something to discuss with shoot the moon but i think he'd be on board
Sury: and my team, as well
me: our empire has had good relations with both egypt and england thus far
9:21 PM Sury: for future games: Kyan + Twinkletoes are easy players to work with diplomatically. However, the game isn't shaking out that working with them is promising at all.
Krill's ruthless, but I trust him to do exactly what he says.
me: that's good to know
exactly
i can speak to the truth of that already, being his neighbor
Apparently, we're in the process of making a friend with Krill.
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I think that nugget about the three of us working together sounds awesome, however my sense also is that it is something that would be good not to bring up immediately.
Re: diplomacy with Krill. Have you sensed that chatting works a lot better with Krill than does emailing? I feel like that may be part of the reason that we have good relations with Krill (at least based off what Chasm's chat suggests). I'd say we should try to keep those up when we have something to work out with Krill whenever possible.
I'm glad we got that agreement in the North-East. I really feel no need to rush on the southeast, as we won't be founding a city there for a long while probably (we have 3 cities I would value: blue dot, northern sheep, and North-East).
I hope you understood the discussions of everyone who was at war better than I did I am still having trouble wrapping my head around all the teams in the game, who is in what alliance, what players = what civ etc. I think it is particularly hard for me to understand them when we don't have map knowledge on most of them. I'll let you handle that for now I think
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By the way, we should really triple check all the cardinal directions we put in emails :neenernee In the email to Krill:
Quote:They will be on the hill 1S of the fur just outside your western border on t67.
(Looking back, I actually made the mistake first in my post, which makes this even funnier. We are both directions challenged I'd say )
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Two things to note from looking in-game:
I moved Cassandra out of St. Paul so that we could protect the workers on t67.
The first worker to be produced by lakewood should road the rice. The second therefore should be able to move to pasture the sheep at St. Paul in 2t (I believe). Make sure on t73 to finish the road before moving the second worker.
I've posed that worker micro on the first page. We should make sure to refer back to that over the next 5 turns, because although I've signed most of it in game, I am sure I missed something or got something wrong with the signs.
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What do you think about having the capital 2-pop whip a worker around t69 or 70? That worker could immediately move 1SW and chop that forest, thus recouping 30 of its hammers immediately, and the two pop whip would also have some overflow. I haven't done the math, but I suspect that would be enough to get us say a chariot and axe/spear out of the capital quickly following the worker.
Sorry for the quad post, btw.
March 13th, 2010, 19:58
(This post was last modified: March 13th, 2010, 20:18 by Shoot the Moon.)
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We now have contact with India as their warrior appeared on the tile we will be sending our workers to. I have NOT requested masonry from them yet, figuring it would probably be polite to have an email accompanying the request, instead of having it be our first contact with them
I moved Jammie back towards lakewood, as a barb warrior appeared outside of its borders (that way, we can move Jammie into the city for hapiness if we need to attack the barb).
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Shoot the Moon Wrote:What do you think about having the capital 2-pop whip a worker around t69 or 70? That worker could immediately move 1SW and chop that forest, thus recouping 30 of its hammers immediately, and the two pop whip would also have some overflow. I haven't done the math, but I suspect that would be enough to get us say a chariot and axe/spear out of the capital quickly following the worker.
Sorry for the quad post, btw.
First, I am intrigued by the idea, and actually rather like it. Would you mean change to worker T68, whip T69?
And more importantly, no need to apologize for the quad post. If anything, you should have apologized in a separate post, thus upping our post count further. After all, we need some way to keep up with four-man teams like CHASM in the post count contest.
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