Kyan Wrote:Although it may not seem it as we often have different opinions- i REALLY appreciate these types of posts. As i'm a lazy sod and rarely update our thread with, well, anything, but especially the lack of diplo chatt here makes it harder for you to read into my plans i think.
Yeah, I know you probably have your own plans (our civ is suffering from a ruler with multiple-personality disorder!), when I have nothing to go on, I have to simply assume that you are, in fact, insane. :neenernee
Kyan Wrote:I was trying to max our gold, however, feck it. You're right. Good call.
That's what I thought you were doing, but, yeah, faster Worker = Better. After that, I'd suggest growing Exodus to happy cap again and building another Worker. Or three.
On the road: I'll buy your explanation this time, but I'd like to devote at least one Worker to finishing the road ASAP.
Kyan Wrote:Agreed but we can't spare anyone yet. After this next settler, i will be prioritising the cities more on military. Genesis will crank out military for awhile using OUR IRON! these units will be used to grow our cities. Exodus can focus on workers for the meantime as it only has 5 or so useable tiles.
Glad we have Iron, but we probably won't be "using it," since it really just unlocks Swordsmen at this point, and we probably don't want any of those. Yet. Or do we?
Anyway, good haul, friend, a good haul indeed. Hereditary Rule will definitely help us out, AND give me an excuse to urge more troop-building. However, I want each city to have at least something better than a Warrior, because we really don't have any "back-line" cities at the moment.
Some general suggestions:
While the Workers are already there, let's finish improving Exodus' terrain. Mine the hills, throw down any more farms or cottages we might need at current population levels, before moving on.
Genesis will need some more farms to feed the hills, since we only got the Sheep to work with.
Leviticus can probably pump out Workers for us each time it hits the Happy Cap because of its crazy food surplus.
Deuteronomy: What's the plan here? Farms or cottages? The plains cows (blech) aren't really enough, so I'd personally lay down a few farms. Once we have Machinery, I might put Windmills on the non-gold hills to let us actually work them (and pull in a little commerce, too). I'm leaning towards making this commerce, as much as is possible.
Numbers: Was this supposed to be hammers or commerce? It can produce 28 food with current tiles (assuming Rice gets irrigated). Well, maybe 29 with that assumption. Heck, I might even farm the spare flood plain and some grasslands. If all the hills are mined, that's 20 hammers right there. Watermills could be nice, as well, heh heh. Just some thoughts.
Though we'll want more "commerce" sites (either cottages or running specialists). If we can manage getting a Great Engineer still, let's do it. Representation would be killer for us. But we can only run 1 Engineer at a time right now. The Hanging Gardens are already long-gone, right?
We need 200 points from that Engineer, but it gets 6 per turn. Long wait. Not sure how it will work out, but worth a try. We don't have the National Epic available yet, do we?