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[SPOILERS!] Grimace and wetbandit hope to stay on their side of the DMZ

(January 16th, 2015, 12:42)wetbandit Wrote: Full speed ahead on Currency, that will help us tremendously. Does anyone have Alphabet so we can ask for OB?

Not that we have contact with, no.

(January 16th, 2015, 12:42)wetbandit Wrote: What's our power in relation to our neighbors? I think the only person we realistically have to fear for now is Elum, with the low low probability of a boat from Whosit.

I don't remember who was where, but we were on par with one of them, and below the other two that we have graphs on (we don't yet have Dreylin's graphs).
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Turn 88

First off, here is our new city of Tirpitz, formerly known as pig/horse city.


I just realized I should give a little history lesson for each new city/ship we build. mischief
The Tirpitz was the sister ship of the Bismarck, and the only other member of this two-ship class of battleship. She was launched in 1941, a little over a year after her older sister. The German's managed to keep her from doing anything truly useful during the war, and she was sunk in 1944 by the British with 12,000 pound bombs, two of which struck her and caused her to capsize and then blow up.

Tirpitz is building a monument, which will be chopped out, followed by a granary. A worker is on the way and will start pasturing the pigs next turn. Another worker, guarded by a spear against Elum's exploring warrior, is building a road there to connect it to our trade network.

Nevada grew to its happy cap this turn and will have an archer in 3 turns, and grow again in 4. Big E and Yamato are both building settlers, due in 5 and 6 turns respectively.

We went to 100% science, and are on course to have Currency in 6 turns. I also did a little looking. We have a trade route connection with both Elum and Whosit, so we can see what resources they have.
Elum:



Whosit:



No one has alphabet yet, and we can't see CH's or Dreylin's resources due to lack of a route.

Also, you want to know why I want to keep building units? This:



We're about on par with Elum, but Whosit and especially CH are way ahead of us. I'd rather prevent the early war as much as possible.
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Turn 89

Bismarck finished its chariot and started a worker -- 3 turns to completion. Gotta love EXP! After that, another axe for the south copper city.

Elum's warrior seems to have vanished this turn...there's one spot he might be where we don't have visibility, but it's just plain grassland, so it seems an odd choice given the terrain in that area. Maybe he disbanded him? I dunno.

Pigs will be pastured at Tirpitz in just a few turns. Also, that land north of Nevada where we thought a city might good? You can now see Whosits borders there...I think he just planted a city very close to where you had marked.

Also, there's coast to our east!


I marked two spots I thought might make adequate cities which will get the GLH bonus. Let me know your thoughts on their placement, as I think we'll want to settle there as fast as we can to seal up that area from encroachment by Dreylin or Elum and keep boosting our TRs.
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1S of that rice would be the first city to settle since it has food first ring. That plains canal-ish city can wait.

I just saw that Whosit has a galley headed towards Yamato, I'm guessing that's why that chariot is heading there. I was going to say if there was a chance to get that chariot on the galley just to ensure that there isn't a barb on the T island for the settler, that's not feasible anymore. I'm more than a little nervous about that galley. It can boat Yamato this turn. I would upgrade the warrior in Yamato to an axe, move the chariot into Yamato, and move the fogbusting chariot north so it can get into Yamato next turn if necessary.

Whosit planted NW of Nevada 2W of the spices up there. That pig peninsula isn't as safe as we hoped.

Whosit's power is a bit concerning, but I think it's in response to CH's. You can see on the diplo screen that Whosit previously declared war on CH, perhaps they've got some border animosity somewhere.
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Turn 90

The chariot arrived in Yamato, and I moved the fogbusting chariot onto the road so it can get there in 1 turn if need be. I'm reluctant to upgrade the warrior without a definite threat (like he enters our borders) because that will set Currency back around 5 turns, and unless it has two spears or two swords, we're probably ok. But Whosit didn't show Iron in his resource list, so I don't think we'll see swords yet. He's probably just exploring like we did with our galley.

The settler will make landfall on the T-island next turn (and it looks clear of barbs), and build the city on T92.

I agree that he and CH are probably involved in an arms race, but that doesn't mean it can't be turned against us on short notice, so I'd rather be as well-equipped as possible to prevent that.
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Turn 91

Nothing much happened this turn. The settler debarked on the T-island and will build the city next turn. A spear that was just finished in PoW is on its way to meet the galley on the north coast to be transported into the new city. The workboat is on the seafood tile ready to net it the turn the city is built.

Bismarck will complete a worker this turn and build an axe afterwards. Enterprise and Yamato are 2 and 3 turns from their settlers, respectively. Whosit's galley hasn't done anything else except sit there...I think it might be following CH's warrior which is on that stretch of land.
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Yamato's borders are going to pop very soon, that will add some safety to Whosit being able to boat in one turn IIRC.

Edit: Nope, it can still sit on the diagonal.
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Turns 92 & 93

Hood was founded T92, and was immediately able to work the clams:


The HMS Hood was a British battlecruiser commissioned in 1920 and the only one of her class ever built. She provided solid service to the British between 1920 and 1941, when she and the HMS Prince of Wales were ordered to intercept the Bismarck and Prinz Eugen. During the battle -- known as the Battle of Denmark Strait -- she was struck by several rounds from both German ships, one of which penetrated her magazines (unlike the modern ships, she still had a wooden deck and one of the falling 15-inch rounds went right through it) and caused her to blow up and sink in minutes. Of the 1421 people aboard, only 3 survived.

Hood will whip the monument when it grows to size 2 and the overflow will go into a granary.

Big E finished its settler on T93 and started building another, and the completed one is on the way to the fish city south of Bismarck. Yamato will finish its settler next turn, and what should we build there? A worker? A library? Another settler? Something else?

We'll also have Currency at the end of this turn, which should help out immensely with our GNP, and we'll have to get our third island city out so our coastal cities get 3 2-commerce trade routes. CoL is up next.

So, things we need to decide:
1) Next city after the south copper city...The elephant city? The city to grab the sheep on Nevada's island? The rice city in the far east (can't work the rice until IW)? A city further down the land connecting us to Whosit? It should be continental as Nevada will be producing another settler in about 10 turns for the next island city.
2) Next build in Yamato.
3) Next build in Enterprise after its next settler (7 turns). More settlers?
4) What's after CoL? Construction? IW?
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Decent commerce boost from the island city, its nice to have that city almost pay for itself with TRs when currency comes in.

Techwise, accumulate some gold for now. No one has made any aggressive moves towards us so delaying HBR and Construction isn't a killer at this point. Therefore I don't see any downside to going for CoL, its big for us as ORG. We do need some more spears on the Whosit side at some point because Keshiks. I think establishing that border city with Whosit is a good idea, it's very close to our capital and is defensible, provided we settle on that hill.

Enterprise needs to generate a GS at some point, it's the only city with a library and that will have one for some time, right? That said, I have trouble seeing where an academy would be most useful, given BigE's long-term mediocrity as a Bureau Capital. Yamato will generate a GM by itself in what 35 turns?

I think Settlers and Workers from Yamato would be best, followed by a library. Perhaps we can whip a library in and regrow on all the cottages. Maybe a scouting WB from here to try and meet other people also. In general though, we need to fill up the land.
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Wow. I logged in to take our turn. Yamato produced its settler, and I was ready to move him down and settle the south copper city, when I saw this:



Elum settled a city on that 1-tile island, which totally f$*%s our original city plans. He's got the Henge, which means he'll pop his borders before we can even get a monument built in a new city, so any of our original placements are hosed now.

So, the question is: do we suck it up and find new city placements, or do we go to war and take that city? Right now it's got an unpromoted archer in it. The stupid thing is that it will never really be a great city, which makes it an even bigger middle finger pointed at us. Our power is higher than Elums and continuing to increase thanks to units still being produced by Bismarck and PoW...if we went to full war footing we could cause some serious pain.

There's no way that he didn't know how it was going to affect us, either, unless he's an utterly clueless player, which I find hard to believe.
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