January 16th, 2021, 06:38
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I wanted to yes, finding Kazahkstania and having to clear the 2nd barb camp makes this very difficult, as I am already at 10. Luckily both HS will not bring any era score as they start out as +2 and will only get better when placing the neighboring Campus.
The TB Campus however will be a +4 from the start, so I have to see how the timing works out in regard to delaying its completion into the new era.
TAD will send his first two boats in my direction so I can delay the era score from building Navy to the next era.
Here is a small overview, the tireless Warrior will get a healing pause for 2 turns before escorting the Settler East. Astrology has been researched without Eureka (next turnI which is a 20 deficit in comparison to at least China/Indonesia, but I believe all other teams. I guess ours is between us which was only really scoutable by me as TADs terrain is good but slow and he has to run the half circle.
International news:
- Woden/Vikings 1 empire score
- MPTF/Australia finished Mysticism
- CMF/Russia civic#2 (Mysticism), tech#5,1 empire
January 17th, 2021, 14:44
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Joined: Apr 2017
The Warrior will heal back here to 86 HP and the leave together with our Settler.
The ranking here shows that we have a higher / turn than Woden/Llubljana as we have the same amount of techs but are ranked before them in order.
International news:
- Roland/China finished tech#5, really a very strong start
- TAD and me finished a tech each (#4 for TAD, #3 for me)
- MPTF/Australia got 1 empire score
January 18th, 2021, 02:35
Posts: 4,383
Threads: 67
Joined: Dec 2006
Turn 35
Fun with barbs.
My settler is not delayed.. as of yet.
I get a tad unlucky with my warrior and he does not manage to crack the barb camp.
Upon further introspection I decide not to switch policies, as I planned to. I will finish the builder and the slinger to escort the settler and possibly pasture the cows and maybe harvest the stone. In retrospect, I have to switch to masonry so I can get your eureka in time.
Let´s hope the scout runs back. Worst case 3 turns of delay, thankfully I switched to a slinger in the south.
January 18th, 2021, 06:32
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I would expect him to turn around and run to the barb camp, but he might have already been triggered by my city as there have been horses already.
January 18th, 2021, 07:20
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HS are 68 that means 34 for Japan. Miln will finish its Monument and then build the HS, TB waits for the stone Harvest into the HS and will either build a Builder (Cow, Horse, Pearls) or a Monument until it can work on the HS.
Weirdly Team Grey (Woden, Lljubljana) are ahead of us in culture even though TAD and me have the most civics.
International News:
- Lljublana/Phoenicia got 1 empire score
- TAD finished civic#3 (foreign trade)
January 19th, 2021, 03:31
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Joined: Dec 2006
With the mine the slinger is done in 2 turns, so only 2 turns delay on city 3. Shame enough as it is.
I included builder charge uses for your information.
January 19th, 2021, 05:31
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Looks good, EE should come in time as well to switch to the 100% naval unit production card, maybe 2 turns of both cities working on the boats without the card.
On my side the timings work out quite nicely, next turn Masonry in and we can harvest the stone the same turn into the HS. Miln started on its HS to be finished in 6 turns.
What do you guys think about delaying building the campus to try to go for a dark age? We have to avoid getting 1 point for the next 10-20 turns depending when the Era trigger comes. This is a tight gamble, as meeting one other CIV would bring me over the threshold.
I put 1 turn into a Builder in TB before finishing the HS next
International News:
- Llubljana/Phoenicia 1 empire, 1 era score
- Roland/China Stonehenge, 1 empire, 1 Great Prophet (Stonehenge) 6 era score (4 Stonehenge, 2 GP) curious to go for Stonehenge when he was already on a good way for the first religion
- TAD 1 empire score
- Suboptimal/Indonesia tech#4, 2 era
- Woden/Vikings 1 empire, tech#4, 2 era
January 20th, 2021, 03:15
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Threads: 67
Joined: Dec 2006
Right now my 2nd city is at 0 amenities and my capital at +3. I sent you my amber and it went down to -1 and +2. Go figure.
I cleared the camp and move the settler. We will see where the scout goes to. The warrior should be able to handle the horse archer.
For 25 gold, I could also switch to maritime industries a tad quicker.
January 20th, 2021, 03:51
Posts: 1,689
Threads: 11
Joined: Apr 2017
I can only play tonight, but good that you moved out the Settler.
Typically the Scout suicides now into you, in my experience mostly into your warrior. Worst case you can go and cover the Settler next turn with the Slinger.
Next turn you have EE Inspiration, check then how much the early card change would cost, switching might only be necessary at the point when you harvest the Stone (into a boat with the card) to get out an extra boats worth.
January 20th, 2021, 13:34
Posts: 1,689
Threads: 11
Joined: Apr 2017
We harvested the stone for 29 it looks like the game calculates Japans bonus like a 100% card for the distrtricts in question. I am curious to see next turn, if we will get the 100% bonus also on the harvest or only on our natural production. (We needed to harvest before placing the district, so there was no way to optimize here)
Finishing Masonry increased the cost for the HS by 10 to 78, which is about 15% in comparison to Miln which has put down its HS before Masonry.
There seems to be some choice for settling in the W, great as we really could use a strong city location somewhere, let us just hope that there will be some tiles in support of that.
International News:
- Llubljana/Phoenicia 3 era score
- Roland/China 1 empire
- MPTF/Australia -
- TAD 3 era score
- Kaiser tech#4 Masonry
- CMF/Russia 4 empire and 4 era score (I believe the districts empire score must have been changed to 2 (instead of 3) as this would mean he has build a Lavra, else this increase would be very difficult to explain
- Suboptimal/Indonesia 3 era
- Woden/Vikings -
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