March 5th, 2013, 22:54
(This post was last modified: March 5th, 2013, 22:55 by NobleHelium.)
Posts: 13,214
Threads: 25
Joined: Oct 2010
We should definitely settle 1E of the horse in the first shot, then proceed cautiously from there. We're going to need to defend that direction anyway, and settling that city doesn't extend our defensive perimeter at all. (Okay well it sort of does pre-Astro, since FG can't be attacked without culture hopping with galleys.) And wow, that triple fish spot at the northwest corner is hilarious.
Posts: 15,233
Threads: 112
Joined: Apr 2007
Yeah things could get dicey. We're a really logical and attractive target to slowcheetah in the medium-to-long term. Agree we should settle that spot though. We'll want sentries and a trireme or two.
March 6th, 2013, 01:11
(This post was last modified: June 15th, 2023, 18:03 by pindicator.)
Posts: 17,445
Threads: 78
Joined: Nov 2005
Missionary Time!!!
I took a look, and I think I've got us a good idea on how to get our first two missionaries.
First one will come out of TGI Friday
On turn 144 we'll swap to missionary and work a farm, flood plain, and cottage next turn. The SE flood plain goes to Taco Bell.
On turn 145 we 2-pop whip the missionary at 52/40. That 12 overflow? Our archer in production just happens to be at 13/25h right now.
On turn 146 this missionary will go to Dominos:
Meanwhile, Dominos is going to get prepared for a 1-pop granary whip
Once we get a missionary into the city we only need 23/60h in the granary to 1-pop it. The best way seems to be working the clams and corn, then the wine when it finishes.
Then Dominos can take over the missionary production and whip a couple out for a few cycles.
In the south Dairy Queen is going to get us the missionary for Five Guys:
t144 - chop comes in, lighthouse at 44/60. Food at 18/24, working farm and crab
t145 - whip lighthouse 1 pop. 17h overflow. End of turn 22/22, and grow to size 2
t146 - Grow to 17/24, 18/40h into a missionary
t147 - whip the missionary for 1 pop
Then on turn 148, what's a missionary to do?
The purple line is our galley heading south. Guess when it gets down to Five Guys? Turn 148. We'll load 148, and on 149 we get into the city.
Suffer Game Sicko
Dodo Tier Player
Posts: 13,563
Threads: 49
Joined: Oct 2009
Posts: 15,233
Threads: 112
Joined: Apr 2007
Looks great on the missionary planning . I'd also like to point out that now that we're up to 3 whole land points, we're almost into Not Last Place again.
Noble - if we do pop out a low-odds Engineer, can you think of anything better for him to do besides rush Moai in Starbucks (former FG)? That's my idea at the moment. It feels really wrong to burn a GE on a national wonder as an IND civ, but I actually think it's defensible under the circumstances here.
Posts: 13,214
Threads: 25
Joined: Oct 2010
We could rush Moai, or NE. Notre Dame would actually be decent for us but it would take too long to tech Engineering. GLib was built right? AP? Heh.
Posts: 17,445
Threads: 78
Joined: Nov 2005
Wait, nobody's built the Great Wall yet!?
Want to try to trade Commodore's stone for wine and chop it out with our last few forests?
Suffer Game Sicko
Dodo Tier Player
Posts: 13,214
Threads: 25
Joined: Oct 2010
We could also try to trade for Serdoa's marble...
Posts: 15,233
Threads: 112
Joined: Apr 2007
A quick Parthenon would be a nice backup plan if we can't procure some stone. Serdoa may be more likely to part with the marble since he's in full-on war mode right now and highly unlikely to be using the marble (unless he slips in Heroic Epic or something).
Either way, if we can get our hands on stone or marble, we should get some intentional failgold. IND + stone/marble + OR (+ forge maybe) is crazy town for failgold.
Posts: 15,233
Threads: 112
Joined: Apr 2007
(March 6th, 2013, 15:53)scooter Wrote: Either way, if we can get our hands on stone or marble, we should get some intentional failgold. IND + stone/marble + OR (+ forge maybe) is crazy town for failgold.
Wait. This exploit was closed by RB Mod right?
|