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RBP3 [SPOILERS] Team Nice Shot - Pacal of Carthage

Shoot the Moon Wrote:Ok, that sounds fine. Are you off tomorrow and Tuesday?

Kind of... I work 1pm-11pm tomorrow then off Tuesday.

Quote:I think Boring is out: it still has a grassland copper mine and a marble quarry to grow into first.

Centralia could potentially do it, although as Cyneheard said, the opportunity cost there is much greater because of Beauro. I think therefor we should probably do it in LW. Conveniently, it is growing this turn, and we can just put that pop on a scientist. Obviously, growth will be stunted slightly as we get out that worker, but then it could grow towards the second scientist, while giving the workers time to put up cottages there.

Sounds good. :dancing5:
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Logged in to play turn. Currency came in this turn, allowing us to boost research. We are now at 120 base beakers per turn, and soon to grow greater :dancing5:

I can't figure out what Krill is doing at Dumn... it's now at 66 hammers. Last turn it was at 85. What gives?

Oh, and it is totally random, but kinda funny: our cities are at size 2, 3, 4, 5, and 6.

By the way, I also switched St. Paul to a worker (was going to build a cata, but I realized the worker will pay for itself extremely quickly with chops and the stone quarry). The timing is bad, as St. Paul was just 1t from growing, but the huge overflow was this turn so there wasn't much choice (and it was only growing into a farm, so it isn't a huge deal anyway). The worker completes in 2t, so that works out alright too.
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By the way, we meet Rome next turn, so it might be good to prepare a greeting email (if its alright, I'll let you do it on your off day tomorrow. Does that sound alright?)
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Shoot the Moon Wrote:Logged in to play turn. Currency came in this turn, allowing us to boost research. We are now at 120 base beakers per turn, and soon to grow greater :dancing5:

I can't figure out what Krill is doing at Dumn... it's now at 66 hammers. Last turn it was at 85. What gives?

Oh, and it is totally random, but kinda funny: our cities are at size 2, 3, 4, 5, and 6.

By the way, I also switched St. Paul to a worker (was going to build a cata, but I realized the worker will pay for itself extremely quickly with chops and the stone quarry). The timing is bad, as St. Paul was just 1t from growing, but the huge overflow was this turn so there wasn't much choice (and it was only growing into a farm, so it isn't a huge deal anyway). The worker completes in 2t, so that works out alright too.

Good time to use the banana.

Could Krill be pre-building military before a swap into and out of theocracy?

I like the city sizes. Now let's grow them up to 5, 6, 7, 8, and 9. Or to follow the trend from a recent adventure, 18, 20, 25, and 40. Or some other ridiculous number. smile

And I like the worker idea... it'll help us get the stone sooner which is one of the most important tiles at St. Paul and we could always use more workers.. smile
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Shoot the Moon Wrote:By the way, we meet Rome next turn, so it might be good to prepare a greeting email (if its alright, I'll let you do it on your off day tomorrow. Does that sound alright?)

Okay sounds good. How about: "We're happy to be 100 miles away from you" or "Hope your praets work well against macemen and crossbows"...
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I made some suggestions in game about potential future builds. The one I feel strongest about is the missionary at St. Paul. The thinking is... we want to get Centralia a library because it is giving 27 BPT now, with 2 more easy cottages to grow into and more in the future. So a library there is worth at least 8 BPT around the time CS comes in. But I don't want us to waste hammers, so I want us to have Hinduism at the capital before making the library (additional bonus is that with hinduism we can build a monastery there in the future). So... missionary at St. Paul to spread Hinduism to Centralia to build library with OR bonus in Centralia around the time the Big B switch happens.

On a crazy side note, what do you think of chopping out the University of Sankore at the NE city? We have 10 forests there which would give us 450/550 hammers, so we would only need to find a way to make 66 more real hammers after the stone bonus is considered. Actually, if we had OR in the city plus stone... that would be 525/550 with chops, and we would need only 14 more real hammers. It would require significant worker investment, but if we send the two spare CH workers plus one of the new western workers, we could have it ready to chop out just a few turns after Paper comes in. So if we pulled a Krill and stalled on paper... Just some midnight ramblings for now, but it's food for thought?
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Great reply from India:

Quote:Team Nice Shot,

We are disappointed but not surprised. It is unfortunate that we have arrived at such differing understanding of the original agreement. We do not fault your empire since we don't know what you were told when you were "recruited" into CAN. You are acting in your best interests and must do what you feel is best.

I'm not sure how we are being painted over on the other side. I know some folks seem to think of us as opportunistic tech-grabbers who neglected building our own infrastructure to just land grab Sumeria, and now are trying to make up agreements to get as much tech as we can. We truly believed what we said before that we were told we would research Aesthetics in exchange for Construction, Calendar, Currency, etc.

But like we said in the public player thread, it's probably in nobody's best interests to get into all that. It's highly unlikely to be beneficial and would likely devolve along PAT / non-PAT lines, so why waste everyone's time.

In any case, as these games have proven time and time again, these mega-alliances are pretty much inherently unstable so it may not be long before the winds shift again and we find ourselves on the same side again

Until then.....PARTY ON!!!
DJ Civ

The last paragraph is the best news - we clearly have the stage set for good diplomatic relations with India in the future. Obviously we are lined up on opposite sides of the line of scrimmage now, but it is a long time until we deal with them directly, and I'm pleased to read that they have a favorable view of us.
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*Turns out the purple borders were Babylon, not Rome. Had me fooled too. So no Roman diplo today.
*However, I am having a relatively easy-going chat with Krill. Favorite quote: "FWIW, I'm probably going to be your bitch for as long as I live now". To which I told him to make me a sandwich. Should have said... okay, that'll be 3 workers, please. smile
*What do you have in mind for the workers at St. Paul? Finish the forest chop? It would be suboptimal thanks to the forge about to complete but would also hurry the forge, and the 8 lost hammers would be re-paid in 5 turns time. How about the worker sitting on the blank plains hill.. mine or head NE? Here's a picture of the area...

[Image: Civ4ScreenShot0089.jpg]
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A couple of things:

I think the missionary (actually, I'd want two, one for the cap and one for our new city) should come out of Cedar Hills, not St. Paul, as CH has a forge but no barracks, so that is simply more effective.

In regards to workers at St. Paul: I had one chop, and one move onto the newly roaded tile to mine. That was the plan all along (I want the chop into the forge just to get it done). I hadn't seen your post before logging in, so I just moved them rolleye

In regards to Sankore: why exactly would we want to put 500 hammers into a wonder that gives us a benefit of a grand total of two great scientist points? We have no religious buildings, and I don't think we have any plans to build any either. Maybe if the AP falls hindu, we might consider it, but I wouldn't until then.

Oh, one final thing, I switched Centralia from a cottage to the newly pastured sheep, as it is a quite superior tile.
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Shoot the Moon Wrote:A couple of things:

I think the missionary (actually, I'd want two, one for the cap and one for our new city) should come out of Cedar Hills, not St. Paul, as CH has a forge but no barracks, so that is simply more effective.

In regards to workers at St. Paul: I had one chop, and one move onto the newly roaded tile to mine. That was the plan all along (I want the chop into the forge just to get it done). I hadn't seen your post before logging in, so I just moved them rolleye

In regards to Sankore: why exactly would we want to put 500 hammers into a wonder that gives us a benefit of a grand total of two great scientist points? We have no religious buildings, and I don't think we have any plans to build any either. Maybe if the AP falls hindu, we might consider it, but I wouldn't until then.

Oh, one final thing, I switched Centralia from a cottage to the newly pastured sheep, as it is a quite superior tile.

Only reason I was considering Sankore was that Krill has been holding on to Theology for quite some time which I thought must mean one and only one thing. I didn't know how right I was, though... in today's chat he revealed that he is 3 turns from a Hindu AP.

Although I also quite like the idea that Krill floated... go CS-> music, settle an agressive city 4S1E of the Otto copper city, and then cultur bomb. I didn't mention it to Krill but that would give us practically permanent control over the corn tile that he negotiated for. Plus it would be a hugely great production location, plus a hugely great tactical location. So those are two potential options to chew on in the next couple turns.

Regarding the wokers, I'm glad you went that way - I was assuming that was the intention as it made the most sense but it's good news none-the-less.

I admit I quite like the missionary idea at CH, it would result in a faster spread speed too. Good thinking. smile

One last thought for now... I think we should be moving toward the GS at LW as fast as possible - after the worker move to use 2 specialists. I assume you'll agree with that. Which tile to we stop working for the 15 turns --- the cottage or the gold?
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