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Didn't we just pass off that responsibility to other CUDDLE members?
Anyway, once we have guilds, a run towards Liberalism will probably be next on the table. We could use the Scientist to bulb Philosophy like England has. Or we could jump on the Paper -> Eductation line depending on which techs everyone is researching.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
Bobchillingworth
Unregistered
We passed off responsiblity for the CS bulb- not the guilds one.
We want to bulb & research guilds anyway so that we can be in control of passing it out & gift it to maya and babylon if necessary
Per liberalism, I have some thoughts on that... if we (or India) can be the Lib researchers for our alliance, and Maya (or Babylon) do Lib for theirs, we can then coordinate our race by mutually sand-bagging the tech so that one of our sides will get an ungodly expensive prize when we finally do research it, which we can then trade amoungst the 4 of us. Lot of "ifs" in this plan tho.
Bobchillingworth
Unregistered
Oh yeah one other thing, Ruff is offering gold for any takers....
I'm sure we want some; how much do we need / want? If you have a number, feel free to post it in his google spread sheet thing or whatever :neenernee
Bobchillingworth
Unregistered
Logged in, moved most units but didn't touch the workers. Two chariots up for promos, might want to stick the 3 exp one on flanking so we can eventually promote to sentry, and the other one with 5 exp (I took a slight risk and attacked an axe at 95% odds) to medic I. Set Citadel to a forge, per our discussion, Feros also to a Forge because I forgot what it was supposed to be building (a spear? Axe? The forge?)
Got currency, Machinery down to 13 turns which is good. Hopefully that will continue to drop. We will need funding probably after 8 turns, so we can let the others collect gold for the moment and then ask for some later.
Regarding city 5, not to complicate things, but I do have a possible alternative location:
Red dot would be city 5; the object is to prevent the row of FP under the incense, which we are entitled to, from going unused.
To make sure we get all the FP in the area, we could settle then Green Dot (although that takes a rice that India gets... perhaps we could found the city after they already have culture in the area).
The marked spot on the Jungle Grass hill in the east, and a marked location in the West (not pictured) would clean up the rest of the fp. There's overlap, but with the health problems these cities will be burdened with, it probably makes the most sense for us to not try to work an enormous number of tiles for each of them anyway.
Thoughts?
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Green dot is a junk city.. let's grab some other prime spots first before we revisit that sorry location.
Anyway, lots of things happening this turn:
Apostolic Palace = cheese win? I'm going to be very disappointed if that happens.
Also, it looks like we are not the focus of the attack.
That, and Egypt's latest actions seem to contradict themselves.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
Bobchillingworth
Unregistered
He would need Hinduism in everyone's city for a religion win, right? Also I really don't see anyone voting for Krill at this stage.
Sucks to be Ruff I guess. I haven't check out inbox yet (just woke up) but I assume we will be getting a tactical update soon.
On green dot, yeah it's a filler spot which we should be in no rush to settle; claims 6 flood plain and a plains though, so not totally useless. The thing is that we would need to settle Red Dot, instead of the location we have currently marked 1NE; can we agree on this?
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Ruff noted that Krill killed a scouting units somewhere north of the Mayan lands, probably to hide troop movements. That means we are still on the target list for now.
We'll probably want to have a sentry unit on those NE hills asap. Let's move a chariot in that direction until the archer currently being built at Feros takes over.
I'm fine with settling the red dot. Gold in the first ring isn't a bad idea anyway.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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Whoops.. moved stuff for T98 and didn't have time to write something here until now.
First off, it looks like both Bob's and my screenshots didn't pass Ruff's quality test. Third time's the charm eh?
The Normandy took out the barb axe inside of our borders and miracle or miracles, there is not a single barb unit near our lands this turn! Most chariots are healing now, but I moved one towards the NE to provide sentry coverage.
The Settler is on his way towards the city spot, and should found on T100. The Workers near Eden (and possibly the one near Feros), should start on a road connecting the site to the rest of our cities, and mine the gold of course. I opted to leave Eden Prime on regular duty this turn to let it grow to size 6. At that point we should start working merchants for all we're worth.
Struggling to remember whether there was anything of note in the event log.. you may have to double check that to be sure.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
Bobchillingworth
Unregistered
I logged in to look around & end turn and didn't see anything strange / of note, although I always forget to check the log. Ruff can wait on those screenshots for a couple days until I feel more like it- I had asked him if there were any special requirements before I sent the images the first go around and he said nothing.
Finally got around to sending my large diplo email to the whole group letting them know that Babylon and Maya shouldn't be military threats, among other things. I had mentioned this to like half the CUDDLE members in single chat but kept delaying the email.
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Do you recall what I said last turn about no barbs being near our borders?
Yeah.
There's actually another barb axe NW of our lands as well but he didn't fit in the screenshot. I promoted the Normandy to Medic I to heal some more damage and killed that eastern axe. The two Warriors are still alive, but we have a chariot at Eden. I'm guessing we can kill the southern one next turn, which will get the Chariot a promotion to heal any damage done, and then take out the other Warrior on T101. The northern axe was in a forest so I withdrew the chariot there a bit and promoted him to Flanking I (to prepare for the Sentry promotion). If that axe moves south next turn, we'll be able to take him down. We don't have visibility on his tile right now, but I marked it.
The other chariot took up a Sentry position and found this:
Here's hoping that's just a scouting unit.
The Citadel reached size 8 now. I put the extra tile on the newly finished mine, reducing the Forge time to just 5 turns. Feros finished an Archer which is moving NE to take over sentry duty from the Chariot there, and has switched to an Axeman. Eden has grown to size 6 and is now working 2 Merchants. We should let it grow to size 7 and then switch to 4 merchants to rush the remaining GP points to completion.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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