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[PB79] Giraflorens & Magic Science -- "Fear+Curiosity Gazpacho"

(August 19th, 2024, 07:53)greenline Wrote: Construction is only a big early tech if early warfare is on the menu. If you aren't planning to attack anyone I would put Metal Casting or Code of Laws as the third one depending on your traits.

Yeah, Construction is warfare oriented, but can be used for both attack and deterrence. Metal Casting and Code of Laws are much harder to assign value to, and it varies a lot by map and traits. INDustrious will obviously want forges earlier because they are easier to build. Courthouses are one thing that you can actually build too early to get value from them. In PB74 we actually didn't research it until T202, but that was a special case with a large map and more important things to build. Personally I like to save at least 4c and preferably closer to 6 before courthouses are financially viable.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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T063 & T064

   

Fairbanks is founded by the Gold, and a Barb Spear appeared nearby.  I moved an arker and other Spearman to get into the city next turn.  The chariot NW just killed a Barb warrior.

In new cities Granaries are built and Unalaska goes for a Galley.  Here I manage to work tiles to produce hammers and not growing up because unhappiness.

Our maintenance cost have increased greatly until almost 20 coins/turn, and we are producing 35, so we get 15 coins.  Therefore I am working cottages and soon a 3rd.

The Research Screen is the same, so I don't see new techs from Miro.

Below the land revealed on the West by our exploring boat

       
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The Barbarians are crazy!


   
I updated the KTB spreadsheet for this turn.
Someone founded Buddhism in 1480 BC. It appears in T63 in PBSPY. We see that Miro does not know Meditation, so he did not found Buddhism. And we see that Ricketyclik had no score increase T63. If he founded Buddhism, he would have at least +6 score from Meditation, so he did not found Buddhism.
Either Coldrain or Xist founded Buddhism.


   
Flying camera overview.

Gira, you should whip to make the Galley, not work production tiles. It hurts to see the Rice Farm not worked!
Most of the time, work the resources, grow more citizens on a Cottage, then whip the citizens on the Cottages when you need to make something. Whipping two citizens at once is better because it causes less unhappiness than whipping twice, one citizen per whip.
But maybe do not whip Unalaska yet. No point in the Galley until a Settler is ready. Do you think Anchorage or Juneau could safely make a Settler before another military unit? The Barbarians are dangerous though. I did not expect there to be so many of them.

Be careful about Valdez. Barbarians could come from the north by the mountains, and Valdez is far away from the other cities.

New exploration: so the Corn/Clam is an island, and there is Copper. But the Corn/Clam city needs culture to get the Copper. contemplate
The new Corn/Horse place might be another island, or it might be the mainland that Miro and us are on.

Maintenance: yeah, maintenance increases really fast at this time. Keep making Cottages. The Gold tile will help too. FIN will help soon.
And when we settle an island city, all our trade routes will go from +1 to +2 (+100% bonus for trade with another continent). So the first island city will not be too expensive to settle.
If you want a better idea of what maintenance will be before settling a city, then use the simulation. Just use Worldbuilder to place the same cities with the same amount of population as in the real game, and see how much it costs to settle another city. Maybe I will make this. It does not take a long time.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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T065 & T066

   

The Barb spearman on the gold died and 3 workers are at the gold.
On the west appeared an Barb Archer and I moved a warrior towards Valdez. And a chariot to Unalaska. Next turn an axeman will be produced and will go west.

Miró has research writting.
   

sorry I don't have much time today. I will comment more next turn.
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Try offering Miro Open Borders. He probably won't accept, but it is worth a try.

(August 23rd, 2024, 02:48)giraflorens Wrote: sorry I don't have much time today. I will comment more next turn.

No problem. See you then.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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T067 & T068

   

A Barb Archer on the west attacked a warrior hiding up in the mountains, and our chariot finish the cleaning up.  Now I have two chariots healing up.  Another Barb warrior appeared on the East near Juneau, and I moved a warrior to the rice and a chariot into the city.  If these Barb visits  continue I will finish the warriors.  I want to put the axeman on the central sheep hill to be able to go east or west as needed.

Unalaska will produce the galley in 3 turns, and Juneau a Settler in 5.  Might be I should move a worker to the Island South of Unalaska to chop the forest where I marked city 6?  After the galley might be a worker should be a good building option.
Juneau is making a settler, with a chop in 3 Turns.  This city can not grow up more for unhappiness.
Ankorage continues producing units.  Should I make a Barracks now?
The other cities are building granaries. Might be in Valdez the next building could be a lighthouse for economy?

No news about other players techs or wonders.

The boat continues the exploration NW and we don't see our neighbor. I just hope that he is not the Carthaginian.  I fear its horses.  Or the Roman Superdeath.

Here the map revealed by the boat:

   
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T069

   
The warrior NE of Juneau died against a Barb. I was lucky I had a Chariot prepared.  Now a Barb Archer appeared near Fairbanks.  I think that with the Spearman on the Gold and the Archer in the city will be enough.

Fairbanks - The gold is ready, so we got one more HappyFace and 9 coins per turn!!!!  I use the chop to finish the Granary.  Next turn this city was supposed to grow up one Pop and finish the granary.  I don't know whether the granary will have any effect in this case.  Just in case, I work now the gold tile and I delay the growth one turn, so I could get some food from the granary boost.    This city has no much food, so I'd make a farm in the river grass tile N of the city.

Unalaska - I've doubting to produce the galley in 2 or 3 turns, along with the city Pop growth (in 3 turns).  At last I decided to make the galley in two turns and send the galley with a worker to chop the tile and get 16 hammers. That will link well with the Settler in 4 turns (5-6) to get into the galley.  This Settler will get the chop in next turn.

Valdez -  After granary (in 2t) a monument or a lighthouse? It has plenty of water tiles to get coins.

Researh -  in 2 t  writting is ready. I think we should prepare a strategy of research and wonders/specialist.  I will write some ideas in another post.

Here the West explored by our ship.  We have no land contact with the East neighbor. Which gives me some confidence about attacks from this flank. Greenline said it.  This is a map with water for oversees communication.  So the calvary armies won't be very handy.
   
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T070 - T072

   

Unalaska - The galley took an Archer and a Worker to the Island.  The worker will chop the forest. Only for 10H. In 5 turns the next city will be founded. Name??  After the galley I put a Worker to built in Alaska. And after might be a Library?

Juneau will finish the Settler next turn and after growing to 5 I will make another worker or Settler.  This city has 1 unhappy face yet for 6 turns.

Ankorage is the building city. Already works 15H/turn.  I put a barrack to take the overflow from the last Archer (20H) and next turn go back to make another archer. I will grow soon and will be unhappy.  We need now happy resources and coins.

Valdez just finished the granary and now is making an archer that was half finished. I thing this city should increase the radius, so a monument or a library would be on the queue, and likely a lighthouse.

Fairbanks will grow very slowly. Is making an axeman. Probably I hang it up at last turn and change to a library.  This city produces lots of coins.
I have the research stopped until I decide the future path.

I asked OpenBorder to Miró.  He is got 6 cities right now. No new techs or wonders.  Below his screens.

       

the boat exploration
   
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T073 - T074

   
The Settler is ready to found new city. We are making two more workers and we continue the fight with the Eastern Barbs.  Our chariot died against an Axeman with 90% odds.  Lucky that we had another chariot ready.  But I planned to send this Chariot to explore the East, and now I will have to wait for healing.
   

Miró of China is sending a boat to explore from the South.
I have changed the research to Masonry.  I think to improve first the Stone so we could think about going for Pyramids. Also this will favor the production of the granary.

The boat exploration continues to the West.  This is really an Island map.
   
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T074 next 20T strategy

By T079 will have Math researched.  What to do then?  What should be the next projects?

Go for Pyramids.  With the boost of Math and the Stone we could get it in 15turns. That's by T094 aprox. It could be made in Ankorage which have a good hammers tiles.  Also chopping the 3 forest.

Research
1a - Go for Currency.  It is going to cost us a lot (might be 15 turns) but it will give us economic stability.
1b - Iron-Currency.  This will delay the currency 6 turns aprox, but revealing Iron is important for production.
1c - Metal Casting - Iron - Currency.  I'm afraid of Barb Galleys to appear and destroy all the ships we've got.  Well we'll have 4, that's not so much.  On the other side we could build the Colossus in Valdez.
2- Another path could be Aesthetics-Literature- etc.  For this we should make a city soon in the north  by the Marble. And try some of the cultural wonders.
3- I discard the religious techs.  We might try Confucianism after Currency.  And Calendar also, we only got 2 calendar resources.

   
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