Bobchillingworth
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Okay I decided to revolt anyway. Kyan gets currency in T93, so I think we could blow 80 gold upgrading Eden Prime's warrior to an axe if we really needed to and still have enough to pay off England, although I'd rather not waste such a large sum of cash on a zero-exp unit. Sorry, part of this barb situation is my fault; I moved the shock chariot in our north in the wrong direction last turn, because I hadn't noticed the barb axe yet in the north. We should probably move that chariot back to the citadel. We may also wish to switch Feros from an archer to another chariot (although that will end up with us having quite a few chariots in our lands, assuming none die killing these stupid barbs).
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Ugh.. mixed blessings. The warrior did try to attack our Woody II and died, but the axe moved onto the forested hill, and another (!) axe came out of the fog to the NW. I think we can intercept this with the other chariots to the north (I moved both back towards our lands but geez). The barb in the SE is also moving towards Eden Prime.
I'm beginning to understand what the Mayans were talking about earlier.
Anyway, I swapped Feros to a Chariot for the time being. Preferring that over spending gold to upgrade a XP-less Warrior. The Chariot near the Citadel should be able to take out the first axe, and heal most of the damage with the promotion he'll get out of the attack to get ready for the second axe.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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Various allies have requested a timetable on when we expect to research Machinery and get a Great Merchant. If anyone can have a look at this quickly, please do. I won't be able to run models until after midnight.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
Bobchillingworth
Unregistered
They can wait. I won't be able to log in for like 5 more hours anyway, so unless Mania can, then oh well.
We haven't really expressed any tech preferences, do we care whether we bulb guilds or cs? As long as we get the techs, probably doesn't matter. Being the one to research liberalism is much more important, but we can worry about that later...
Bobchillingworth
Unregistered
We ended turn last
Before hitting enter I killed the original northern barb axe with the Iwo Jima after it stepped on the silver mine. We can get a shock promo and head south in time to intercept the axe coming into Eden Prime. Problem(s) are that we might not have anything ready to attack other guy heading toward the citadel, and a new barb axe is approaching our capital from the NE (although we should have units in place to deal with that guy). We should probably remember to promote one of the chariots to Medic, and perhaps another up the regular combat line, as I think we'll have 3 shock chariots after we promote the Jima.
I placed the new citizen at Eden on the rice, dunno if we want to keep him there (size 5 in 3 turns) or make him a merchant. I'm still not sure when we could reliably get our great merchant... I really am terrible at figuring out that sort of thing with any real accuracy. I queried Portugal for thoughts, but all Mukha did was whine that he might have to do it himself because no one else is fast enough. I guess we should farm a fp at Eden?
Where do we want to move the French workers?
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Apologies for not being around last night. Some things came up and after that I was too tired to add anything meaningful to the latest in-game events.
Anyway, I was thinking we can have the Workers mine the two hills at the Citadel, and possibly link up the Citadel and Therum with a road (half the work for that is already done anyway with hooking up the Silver and Wine). We'll also need some workers down south soon to improve the area around city 5.
The barbs are.. troubling. I can't really see any quick way of dealing with all of them without exposing one hamlet to a turn of pillaging (although it really depends on where the barbs are going). The Southern one should get taken out by the newly promoted Chariot next turn, and the NW one the turn after that. The NE one can be intercepted before he can reach an improved tile, but we'll have to pull out the Worker before chopping that forest if he moves SW next turn. The Worker is currently idle to prevent him from spending his turn chopping instead of running.
On the merchant; If we let Eden grow to size 5 (3 turns), we can run 2 merchants with a surplus, and 3 once the city grows to size 6. I'm getting the feeling the other teams want the merchant far faster than that, but the only other thing we can do is switch the capital to GP farming, delaying the Settler in the process. We can run 4 merchants there with a food deficit and get the great merchant around T103 (T102 if we start this turn) that way. Perhaps something to consider? With the barb problems, we don't necessarily have the units available to guard the Settler right away.
Also, we currently need 16 turns at 100% science for machinery, but I expect that number to drop once we're back on working all cottages.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
Bobchillingworth
Unregistered
Mukha wanted us to do 4 merchants in the capital, but I think we really need that settler... Do we have enough forests left to chop it out reasonably quickly anyway, even running a food deficit? We're starting to get out-expanded, and our civ needs so many different builds now, but has too few cities able to produce much.
Bobchillingworth
Unregistered
Okay looks like we still haven't ended turn yet.
Which is good, because I have a sudden idea
What if we move the Forest Walkers of Tech to the north of the barb axe near the citadel, so it's tempted to walk off in that direction to whack our warrior, and spares our hamlet? I hate to lose all that remains of Sumeria, but that unit is just gonna eventually die in the fog anyway. Plus we could upgrade it to an axe after we move it if we really care.
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Hmm, that is actually an interesting idea. I'd say we should give it a try. The worst that could happen is that the Barb ignores the Warrior, which is pretty much the same situation we're in right now.
Anyway, if we end up converting the Citadel into a GP farm, the Settler may end up getting assisted by two chops. One of the hills is forested and being next to the river, would be good to convert for the additional commerce anyway.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
Bobchillingworth
Unregistered
Okay perfect, citadel on merchants, forest walkers to their doom
If you don't mind / have time, could you send an email to the CUDDLE (thanks, Ruff) letting them know about when we'll get the merchant?
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