February 9th, 2013, 17:14
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Quote:* Horse Feathers is turning its axeman whip overflow into a Hindu missionary. This is actually not up for debate, as we need it for our Hanging Gardens plan.
* Tree Huggers has 10 overflow sitting in the queue. Our micro plan has this turning into a missionary as well, and I agree that this would be a great chance to spread religion into our capital. If you would rather build another unit, speak now.
* Gourmet Menu has 14 overflow. It's written into the micro plan as using the overflow for another worker, but that's just a vague suggestion. Thoughts here?
* Forbidden Fruit has 30 overflow left over from a forest chop. This is probably best used on a worker, and there's even a shortage of improved tiles to go beyond size 5 here at the moment. Willing to hear other thoughts on this before we decide.
HF: Hindu missionary needed for HG plan. Check.
TH: Hindu missionary for AO would be my thought. This will make the market cheaper. Then a worker next, this city has lots of jungle, including two on the river that I'd love to cottage before having to work the non-river grassland, if we have the worker turns to chop it.
GM: Worker. AO is going to need some more tiles shortly as our happy cap increases. First improvement should be the grassland tile shared by AO, GM, and HF. HF can pull off the coast and get that cottage to 3 commerce, then hand it over to AO.
FF: Worker. Lots of jungle to chop up there, and fast growing cities once we improve all the food resources.
February 9th, 2013, 17:16
(This post was last modified: February 9th, 2013, 17:17 by NobleHelium.)
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How soon does the TH missionary finish? Can we feasibly finish it sooner and send it to TC to speed up the border pop there?
February 9th, 2013, 17:21
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FF = an axe taking over defense of Eastern dealers, so our axe there can get a bit further to the north exploring a bit?
February 9th, 2013, 17:26
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(February 9th, 2013, 15:45)Sullla Wrote: I made an incredibly stupid mistake over here this turn with a different worker.
Don't sweat it - you are doing a #1 A-class job.
BTW - this might night be a wasted turn depending on how many mine / chop turns we have put into that forest. If it is less than 4, then chop the forest instead and those mine-chop turns turn into mine turns. But reading the rest of the paragraph, it sounded like the mine would finish this turn.
Quote:brainfart
This expression always makes me laugh.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
February 9th, 2013, 17:52
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I think we should postpone the previously planned backup horse spot and settle a city SE of the backup horses instead. That grabs all the resources in the area, and does it quickly.
I agree that Sullla's doing a great job keeping on top of the turnplaying. There's a lot to keep track of. Maybe in-game signs with important details would be good for preventing brainfarts, though?
I have to run.
February 9th, 2013, 17:52
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If it helps, Noble can tell you all about the mistakes I make
February 9th, 2013, 19:45
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Wasting the worker turn on the minechop is not that big a deal. Since we lost the outside-of-borders chop, we are going for a rather leisurely 8t-more-to-MoM plan which only needs two of those workers. So the minechopper can be guy #3 who goes off and does other things.
February 9th, 2013, 23:24
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(February 9th, 2013, 15:45)Sullla Wrote: The one weird thing on the Demographics screen was that Imports/Exports number. How in the world did someone get a rating of 30 in this category? Is that some weird artifact of us being in Anarchy? No one has built the Great Lighthouse or Temple of Artemis for trade route silliness, I checked. I don't see how one team could be getting +30 income from trade routes at this point in time. Asymmetrical trade routes comes to mind as a possible explanation. Some team has a trade connection to an Open Borders partner that does not have a trade connection in return. That is, the former has defogged up to the latter's border but not vice versa, so the former's total income from outgoing routes is high without anything subtracted for incoming routes.
Did someone get Currency? 30 income is fairly feasible with that, at 8 cities with two 2-commerce routes each.
February 9th, 2013, 23:37
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I thought the negatives and positives were the opposite of what you'd intuitively expect for the Imports/Exports demographic? So having +30 would mean that your trade routes are giving 30 more gpt than you're receiving?
February 10th, 2013, 23:30
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OK, I moved our one axe in the northwest and ended our turn:
We should find out if there's any resources in this patch of jungle next turn. Elsewhere, I went ahead and started chopping with the disputed worker by Forbidden Fruit, as no one seemed to agree with me about roading that tile. We'll have a number of things to discuss next turn, but I think we're done with this particular one.
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