September 28th, 2022, 08:20
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Turn 22
Finished Mining, started Pottery. Settler moves into place to settle 2nd city next turn....
Foreign Trade finishes in 2 turn and I will probably send a deal request 32 gold so I can buy a trader. The trader will speed my new city's growth and the boost for Early Empire. I will be able to send it back to you so you can buy a trader as soon as I can.
September 28th, 2022, 09:38
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Hey was I supposed to get the boost at the start of this turn? If so it did not work.
September 28th, 2022, 09:43
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(September 28th, 2022, 09:38)Banzailizard Wrote: Hey was I supposed to get the boost at the start of this turn? If so it did not work.
No, it will be next turn. You should be at 31/50 in Astrology, right? I will give you the tech next turn and the science you get at the start of next turn will go into CN.
September 28th, 2022, 09:52
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Alright cool, just wanted to make sure before I submitted the turn, I'll post a report later.
September 29th, 2022, 11:39
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Turn 23-Gaul
I made the fixes to our natural wonder issue. For disclosure, the changes applied included:
1. Added Kilimanjaro as a replacement wonder,
2. Gave Banzailizard Astrology to finish the tech (I did get the boost for it and your score indicated 2 complete techs)
3. Added +3 era points to me for first to find the wonder and gave Banzailizard +1 era points for finding a natural wonder.
Here is a screenshot showing the changes...
Before the changes, I had 10 era points and Banzailizard had 1. You can also see Mount Kilimanjaro at the bottom of the screen. That will be an awesome 3rd city location (it would have been with the other wonder too). Only problem is that Kilimanjaro is always active and the city will probably lose populations a few times during the game. Luckily it will have the food to regrow quickly, especially once it gets above 4 population and can work all the high food tiles.
I founded my second city. Still need a naming convention or maybe I go with the generic names I have now. I did send you a request for 35 gold so I can buy a trader a City 2 next turn. Then, I should have the EE boost in 11 turns.
September 29th, 2022, 12:23
(This post was last modified: September 29th, 2022, 13:24 by Banzailizard.)
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England Turn 23
I actually forgot to post that last turn report, it was ok, it was a bit of a nothing turn anyways.
Right this should show pretty much everything at once. I accepted the gold deal so you have the money for the trader (after I took this screenshot). I moved my settler a little closer to the city 3 location. I am thinking my next few turns should look like this. Next turn I will move the settler to the City 3 spot. If I see no barbs (the most likely outcome) I will start to send my warrior back to London. I plan to escort the builder to city 3's location just in case the barbs show up. One thing that I should say from last turn is that the barbs did definitely find London.
I would rather improve city 3 for two reasons. One is the aforementioned barbs, anything I improve will just get raided. The other is that there is not much to improve around London except the reef, while there are three excellent tiles around city 3: reef, sheep, and fish. That last tile is not great in and of itself, but is perfect for the CN boost. If I go improve the reef by London and walk over to city 3 that is at least 14 turns (including the rest of the builder production) to complete just the 2 reefs. If I go straight to city 3, that is 12 turns for all three improvements. That will also give city 3, three separate 3 food tiles, it will grow like a weed. The trader I eventually buy will start in London and help that in lieu of builder improvements for the near future.
The only other reasonable option, in my mind, is to build a second builder in city 3, and use the London builder charges to improve the reef, and chop two forest tiles. However I don't really have anything worth chopping out right now. So the builder would sit around for a few turns until I get ready to produce a RND or settler. Plus that second builder will be less efficiently produced, not being boosted by Agoge. In the interim, city3 will build a monument (as oppose to the builder) to try and quickly expand into its equally excellent second ring tiles (copper, crabs, and the second fish ). Overall I think I prefer sending the builder to city 3 but I am open to persuasion.
I have not had time to think of a naming convention. Had it been a non-team game I might have named them after famous economists. Going off @Bruindane 's suggestion of wild hunt, Witcher cities? I don't know if there are enough of them for that.
September 30th, 2022, 09:05
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Turn 24-Gaul
Foreign Trade finishes and I slot Maritime Industries. I start Early Empire for a civic, it will finish in 10 or 11 turns. You may have to switch off of Craftsmanship when you reach the boost. I will get the boost for it in about 7 turns but I will finish EE before Craftsmanship to get Magnus in play for chopping. EE finishes in 11 turns and Craftsmanship 2 turns after. State workforce will complete once I chop out the Campus, 5 turns after EE and then I will need to decide if I want to speed up PP with ship builds or do I want to build builders. I am going to need a lot of builder labor in the coming turns.
I did buy a trader at City 2 and that will help speed up the city growth and production.
September 30th, 2022, 09:46
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England Turn 24
I will switch off of craftsmanship in 2 turns, and start working EE. That should get me to finish EE right around where I want to switch off God King. I was going to go Pingala for first governor over Magnus. Researcher and Connoisseur both seem quite helpful early, whereas Magnus's default is useful throughout the game. We could also possibly look to use Reyna profitably later, if we get enough trade routes going through one city.
As for my actual turn, very little to report, settler is in position to found a new city next turn, everything else is going as I said.
September 30th, 2022, 09:58
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Pingala is a good starting governor and normally I would go with him 1st for the added science and culture. I am going Magnus for a few reasons. (1) I need to chop all my forested hills and get mines down ASAP. My mines will give me culture, expand my empire, and once I get my unique IZ, I get Apprenticeship and all my mines will gain a cog. Your forested hills give the same production as a mine, so you can save them for later chops, and (2), I want the second promotion in Magnus so I can chop out settlers without losing population. I need my cities to reach size 7 as fast as possible for harbors. Given the possibility of 5 +3 campuses on my island, I want campuses and my unique IZ as the 1st 2 districts in all my cities, which means any harbors have to come at size 7. My overall plan right now is to expand as quickly as possible with chopped out settlers and then just start pumping out units. With campuses and culture from unit construct, I should be able to rip through both trees, reducing the time the Vikings can dominate the ocean and with my production benefits, I should be able to match their ship production.
I think Pingala for you is the right call.
September 30th, 2022, 14:23
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I forgot to mention earlier, 5 of the 8 players founded their 2nd city last turn and I am pretty sure Thrawn got out his first boat. He gained 7 era points (3 for being first with a galley and 4 for the unique unit). I figure if we meet him in the next 15 turns, we will need to prepare for an early rush in our direction because it means he didn't spend much time exploring around his island before setting out to find neighbors and he is pushing for a kill.
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