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Tried to play this morning before I looked at the tech thread. Only one bit of news: an offer of a Peace Treaty from Azza. I'm guessing that's a quick declare/peace dealio, because I don't think we left anything vulnerable. I'm inclined to take it, we don't have any chance of wanting war in the next 10 turns anyway.
EitB 25 - Perpentach
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Yeah, I would agree. Let him sit and stew while we get 5 more cities.
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So I was wrong about him not getting anything. But I reoffered peace regardless.
Losing a worker stings. But...I don't see a way to clear that stack from our land anything soon, certainly not economically. Rather revisit the subject with cats. Main question is...just cats? Or do we wait on better units as well, Horse Archers or Elephants or even Knights?
If he doesn't accept immediately, though...maybe we burn Boo-urns.
In other news, barbs are getting a bit nastier. We've got axes in the area, so this will be just more XP once we can spare them from facing down the Arabians.
Left all the cities on peaceful builds for the time being. Hope that turns out to be the right move!
EitB 25 - Perpentach
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Azza took peace. Then did something that's *really* got me scratching my head:
Any idea WTF he's thinking?
EitB 25 - Perpentach
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Combat city to steal our horses? I bet he doesn't know we have a second set at our capital.
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That or he's just being a dick because he's mad at us.
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Well, both front cities are getting libraries, probably with Barracks next. Those make sense even if they didn't give culture. Maybe we'll flip the sucker!
If not, well, we'll see how he likes having a city for four tiles...
Our next few cities will be planted for strategic reasons, not tactical ones. That is...for actual production and tech purposes
EitB 25 - Perpentach
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Played yesterday, nothing much new. We're getting some new tiles unfogged to the east, but nothing exciting yet, just tundra forests. Three-ish turns until I launch a settler to the island; got a worker down south now who will soon be joined by a couple others preparing for settlers coming this way too.
Whipped Orange's library, as it was out of improved tiles to work; this is the other urgent use for worker turns.
Thinking about it, that new city may not be worth much in itself, but it's darn good as a fortress. Unless we can produce unreasonable amounts of culture, he's going to get his first ring. Combine that with roads and he's got a spot that can fork Red/Orange beautifully, two moves from his city to either of ours. It's going to have to go, or become ours. It's beautiful from a tactical perspective. In the long run, that is - it's similarly vulnerable to us until he gets culture in place.
Of course, the tradeoff is that it really is poor from a strategic view. It does let him split the pigs up, and provide another whip queue, but if those were his only goals he'd have done better to go south or east. It's not nearly as bad as Nothing At All, though; if we take it we probably should keep it, rather than burn it and start over.
I still think that strategic considerations dominate tactical ones. If we can outproduce him by enough, and we have a tech lead, then it doesn't matter how clever he is. But I'm starting to think cats/HA's are the right era to hit him again.
EitB 25 - Perpentach
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Hey, a lurker! Will try to give you a decent show.
This turn was still all building up, though.
Friend computer's about to finish its galley and grow, at which point we'll four-whip the settler behind it in queue. That should give us enough overflow to 1 or 2-turn the workboat after that, which in turn should be everything we need to settle our offshore tax haven. Everything but the 90 hammers to get granary/lighthouse in place, anyway, but those have to come from within.
Troubleshooter is going to be much more straightforward and just put three turns into a settler then three-whip it. That settler's destined for the sheep/crab site. Other cities are most likely going to be worker-supply towns, although I do need to start putting up a few more units too.
Construction is probably three turns out, after the whipping. I'll put some cats in queues right away. Do we proceed to the 350ish beaker HBR or the 700ish beaker Currency next? I guess I'm thinking Currency, because I don't think we've the hammers for both cats and HA and expansion, and if I have to drop one, HA makes sense to drop. Probably HBR right after Currency, though.
EitB 25 - Perpentach
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