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Pretty quiet turns, just doing diplo.
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The micromanagement continues apace, but nothing too interesting there, either.
Techs keep on rolling in, though. PAT has discovered Machinery, Feudalism, and Paper in the last few turns, with Music due soon (and Mali's Pyramids!)
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Just passing gold around. It is seriously dull when all you are doing is teching along. We haven't had time to dot map the east.
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So, we've reloaded to T109. Among other things, ANIMAL FARM POPPED COPPER! WOOT! That's 2 free hammers per turn at our Heroic Epic city for the rest of the game, and a second metal source as insurance in case of dire emergency.
And ASM had this gem of a line in chat, about what this game currently is: "the great medieval dull ages"
London finishes its market this turn, I'm not sure what it should do next. Maybe build some military, maybe an aqueduct.
Animal Farm is cranking out military, currently spamming longbows and crossbows. I'm tempted to skip maces, since knights can be our big offensive unit soon enough, and longbows and crossbows are better defense than maces.
Beaver Rock is about to finish a worker, and then I'm going to have it start a settler. Probably settling the sugar + flood plain site just east of London; I want to avoid pushing to the north any more than we already have unless we're willing to go to war over it. Beaver Rock's got mediocre future tiles, with no river and no hills, so having it make settlers and workers is a fine use of it. London should only build non-food eating units and avoid the whip, so that it can become as large as possible, living off of Bureaucratic cottages and those glorious 6 grass hill mines (working only a few of them, as we'll be growing as much as possible).
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My civ access this weekend might be limited, at least for Saturday and Sunday, and sadly we don't know when the game will be up for me to write out a micro plan, or even what turn it will be. Rather than risk a pause, would one of you two be able to play the turn?
My thoughts on what I'll have for a plan, ideally to cover up to 5 turns because I'd might as well:
Tile micro changes will be written here, in-thread; there shouldn't be that many. Whips will be in-thread and signed on cities.
Signs will be used for workers
Military: We've got several sentry chariots, and they'll have scouting routes signed out. Use your judgment on what to do about any barbarians you may see, but remember that in axes vs. chariots, the attacker wins; chariots don't get +100% vs. axemen when defending.
Gold gets sent to whoever needs it. Babylon will probably want Philosophy soon, so that they can bulb 1/2 of Education with their Great Scientist.
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How is PAT's tech situation compared to Junk Mail's?
I have to run.
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I'll let you know when the game gets back up, but here's what I think it is:
Our edge:
Music
Paper
Philosophy
Machinery
They have Drama on us. Philosophy is due T114 at current rates (Portugal).
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Sounds good, if you can give me the micro, I'll run it.
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Let's see, pretty much everything is done through signs.
When in doubt, work food over hammers, and work cottages whenever possible.
We're kind of hurting for workers, since we've got big cities and our workers are struggling to do everything that needs to be done.
Sentry chariots need to a) not die, and b) be useful in screening for incoming forces. They're rather appropriately named, I think.
London could also build a missionary for Cornwall instead of a mace; that's entirely up to you. If you do, don't whip Cornwall until it gets Taoism.
Animal Farm is good to go, just work the grass forest for a turn or two until the farm + mine come in.
Beaver Rock is cranking out 2 more workers, followed by a settler; I'm leaning towards the sugar/flood site, since it's close to London (cheap!), has two 4-food tiles (plantationed sugar, farmed FP), and an extra happy would be nice (I'm trying to avoid building a market at Animal Farm, since the opportunity cost in units is pretty high, but I think it's going to have to happen eventually).
Gibraltar: Food > Hammers, don't bother whipping the XBow. The spear can go wherever, perhaps NE to BR, for future settler escort.
Edinburgh gets Taoism next turn, and should start a Monastery as the cheapest possible source of culture. Whip the monastery when able.
Cornwall is working on a forge, and should whip it when able. If London makes a missionary, then delay the whip until the missionary shows up.
Financial Advisor:
Our cities:
Demographics:
#1 in pop, but #5 in food...we need to improve more tiles.
Top Five Cities
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Sorry no real updates for a week but not much is happening as all we are doing are tech trades and stuff. However it should become somewhat more interesting when our settler gets done in a few turns. We are also planning on some wonder chasing and of course bashing some skulls too.
In the mean time, does anyone know if you can turn off all the signs? Ex France is dotted with them and I want to get a pristine map for dotmapping.
Thanks for sticking with us.
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