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[SPOILERS!] Pericles of Babylon. Kyan, Twinkletoes, Whosit.

Checked in and played the turn. Exodus is in EXTREME danger. The Heroic Epic should have been whipped a turn ago. Right now, I am praying that the barb Axe decides to attack our Bowman on the hill, otherwise, we might be kinda screwed. If it moves south, we may just have to attack it with the bowman and hope for the best. Or whip out a Longbowman with full penalty (3 pop).

Anyway, time for Worker planning! Yayyy! It's late, so, yeah.

Genesis: Looks like we're leaving this city alone for the time being. I take it we are settling to the northwest, as well as the southern "crazy flood plain" town. Work grassland cottage instead of plains mine when Settler is done, I think.

Northwest town spot: Churchill + Major
T109: Road Rice.
T110: Move 1SW, begin farm (2/5).
T111: Farming (4/5)
T112: Farm complete, Start Road (1/2).
T113: Idle worker moves 1NW, Road complete (2/2).
T114: If town is settled . . . chop forest? Need to double-check our plan for the city.

Exodus: Gladstone
T109: If Barb suicided, finish chop. If Barb moves south, move 1SW (Bowman attacks).
T110: Chop/Mine hill. Preferably choose "mine" option to keep forests as long as possible.
--Road hills
--Workshop indicated tile.

Leviticus: Disraeli
-Just keep chopping jungle and building cottages.
-Suggest building/whipping Forge (work Mine for some actual hammers when city grows) to increase Happy Cap. Follow with Garden.
--Build Workers when it nears the Happy Cap, I guess. Or try to stagnate the city.
---Perhaps place next Academy here?

South of Genesis: Livingston
T109: Finish road (2/2)
T110: Move 1E, road (1/2)
T111: Finish road (2/2)
T112: He towards 1N of Genesis (farm)
T113: Move to "farm," farm (1/5)
T114: Farming (2/5)
T115: Farming (3/5)
T116: Farming (4/5)
T117: Complete Farm (5/5)

Joshua: Thatcher
T109: Road Dye (1/2)
T110: Complete road (2/2)
T111: Head south to start cottaging for flood plain city (or are we Farming it? I'd say cottage)

Joshua: Cameron
T109: Cottage (2/5)
T110: Cottage (3/5)
T111: Cottage (4/5)
T112: Finish Cottage (5/5)
T113: Move 2N
T114: Move 1NW
T115: Mine (1/7)
T116: Mine (2/7)
T121: Finish Mine/chop (7/7)

Update: I ended up ending turn. Barb axe moved to our pig hill by Exodus. All being equal, I 2-pop whipped a Maceman. Booyah. =/ We may have to repasture the pigs, though. I am pretty sure that the Mace will pop before the Axe attacks, but, well, let's pray.

Settler Popped in Genesis, but I'm not sure how to protect it if it goes NW. I queued up a Maceman. We may want to wait.

BASICALLY: We need to get Military out ASAP! to not only protect Numbers from the incoming barbs, but the new cities we are planning to spam. We are pushing it, in my opinion.
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Just popping in again on Pedantic Watch!

I'm guessing Livingstone is meant to be 'Ken Livingstone' who was mayor of London, and never PM wink And Cameron is not PM *yet*

Here's a few to choose from,

Attlee, Heath, Wilson, Callaghan, Eden, Douglas-Hume, Lloyd George, Chamberlain, Salisbury, Walpole, Peel

On a more important note - worker plans look sound to me! Are you sure that you want the chop at 7 rather than 3 with *Cameron* at Joshua? Its still a pretty new city, so would an early chop be more appropriate?
"You want to take my city of Troll%ng? Go ahead and try."
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Twinkletoes89 Wrote:On a more important note - worker plans look sound to me! Are you sure that you want the chop at 7 rather than 3 with *Cameron* at Joshua? Its still a pretty new city, so would an early chop be more appropriate?

It could be changed, depending on what the city is building. My usual tendency is to combine the chop + mine when working on forested hills. 'Course, in this case, since the city probably won't be working the hill just yet, it could be chopped first and then mined. Timing will work out the same.

Oh, and since I realized I didn't mention it, Livingston is making those roads so that Leviticus can actually move units to Joshua at a reasonable speed.

Also: More military! Yeah, Exodus has finally finished the Heroic Epic, but we probably need Genesis to help out for a while, too. We clearly are lacking for Barb control.

Macemen and Longbowmen are probably the units of choice. If we can spare a Mace/Lb pair, we may want to build another settler for the crappy Horse site, because Knights are kinda kickass.
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OK, since things are back up, I went in to take a look. Let's get some conversations going here!

I was mainly looking at the cities this time.

Building recommendations:

Genesis: Monastery = beakers. It will also let us spread Toaism and build more Monasteries (unless we don't want to spread it for some reason).

Leviticus: Doesn't look like the Forge was whipped at the ideal time, but oh well. Next: Courthouse* or Market. Yup. I favor the Courthouse, personally, since it will have a tangible effect. However, Market will let us hire two Merchants. We could hire a spy with the Courthouse, but don't know if we care about EP that much.

Numbers: Tile changes: unimproved grassland (???) to pastured cow! Very smoke there. Catapult with No Barracks = sad. Forge should be next (to maximize whip overflow). Then probably a Courthouse, honestly, unless Education is finished, in which case a University.

Joshua: Worker? Hmm, OK, not bad choice, since it has nothing to grow into. Library next.

Judges: OK. Moving Maceman there for protection. Nervous 'bout barbs.

Short-hand notes to follow.

Judges = hammer town?

Rice (irr) = 5, farm flood = 4, city = 2: +7 food.

Hills: 3 plains; 3 grass; 2 desert (requires 13 food).

Steal and tear down flood village/town? +2 food (net).

2 grasslands. With farms, +2 net food. Windmill deserts?

Basic +7 food = 3 grass hills (9 hammers), 2 plains hills (8 hammers). Total H: 18 base.
Pop: 7.

Pop 10: +2 farm grass, +1 plains hill.

OK, follow that? Basically, our best hammer town is Genesis, and that is a paltry 15 hammers, including the Forge bonus! Once Exodus gets repaired, it'll do OK, but only for units. We need a real production town, and at the moment, Judges is the best looking place. Which is to say, not looking very good. I'll try scouting for a better place later.

Personally, I'd go for the 10 population plan because that will give the city 22 base hammers (27 with Forge bonus). Base 4 happy, +3 luxuries, +2 w/ Forge, +1 with Garden, +X troops = 10+ happy. Yeah. Gotta get that Rice irrigated, though. Long, hard road here. When the Exodus Worker is finally done there, it should go help at Judges.
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Hey mate, just a quick note to say i've read that and largely agree.

I'll formulate a proper response for you later. Will you perhaps be on chat this evening? Could do with sitting down and really hashing out a 'best way forward'.

I'll of course put a copy of the transcript here for our lurker friends smile
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Kyan Wrote:Will you perhaps be on chat this evening?

G-mail chat? Yeah, I can swing that. Just give me a (GMT) time so I'll have some idea of when to be there. Evening is quite a relative term, after all.
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Ha, sorry. I had to be relative as i wasn't sure when i would be free. I'm free from now til around 1pm smile
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OK, seems we couldn't work the chat out today . . . I'll simply await your reply, or the next time you are available.
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Sorry mate, my chat died. Mid-conversation with Krill and Byz also frown

I'll try and sort something out as soon as possible.
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Whosit: i want you and the lurkers want you.

Don't suppose you fancy jumping on board as a fulltime player (rather than just advisor) with equal say?

I'll continue to handle diplo and can turn play, that's not a problem, but i'd appreciate your assitance in a big way.

I'm sure the lurkers would support such a move also lol
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