January 5th, 2013, 02:07
(This post was last modified: January 5th, 2013, 02:07 by Cheater Hater.)
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Another quick turn--I was greeted by this upon opening the save:
I don't have access to the diplo right now, so I declined--we can reoffer next turn if they actually explained the offer
More scouting--which way should we move next?
One minor thing that wasn't clear in the micro sheet: You had Epicurus moving 3 (that's upper-right?) and starting a cottage; that moves him onto the city, so I moved him lower-right (9?) and started a cottage there instead--we probably want one there anyway, so even if it's wrong it's not horrible :/ Looking at Gothe, your directions may just be mirrored vertically from what I expect--I moved him up, up, since that was the only thing that made sense to move twice in
Isaiah Berlin doesn't have anything in the worker sheet; in order to get the turn moving I had him move down-left and road the wheat for one turn--what should we do with him?
Power--obviously it was a whip
Demos:
After ending the turn, two things:
1. The chariot in Epee finished--I set to another chariot pending discussion
2. I forgot to check tile assignments, meaning Dirk worked the cottage instead of the mine for a turn--how badly does this mess up your calculations?
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I have no idea how it affects things - when do you whip the trading post?
Anyhow m3 just messaged about extending the nap to t125, so we need to change all the military builds to civilian ones and stop hooking the copper! Is it possible to pillage the road or would it pillage the improvement first? Can you check before trying in game?
Maybe a worker in foil and missionaries in bog?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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On ob with team - it might be good to have a nose around in their territory.
On Isaiah Berlin - should he road to the next city down in the sw?
and yeah, my micro numbering is pc-keyboard numpad, not phone numpad! its much easier than writing (and remembering) sw nw etc all the time...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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According to the micro sheet (can't you access it from wherever you are?) we only get Moai with 2 hammers of overflow, meaning we'll be short one hammer--it's worth rearranging the tiles a bit on the final turn to fix that right? (though you'll probably be back playing the turns by that time)
I strongly, strongly disagree with disconnecting the copper--why is having copper such a big deal, especially since we're already top of the world in power? In addition, we already hooked up the copper, so we can't pillage the road without pillaging the copper first, and that would greatly interfere with our plans for Colossus. We certainly don't need to focus on military now, but I like having copper just in case Pirates randomly comes to our doorstep or something.
Your proposed builds seem fine
On diplo, have you sent anything to M3 (confirming the NAP) or TEAM (asking about the open borders--most notably if they want to attach a no-scouting clause)?
Obviously you're using a PC number pad--I played the turn/wrote the writeup right before I went to bed (since I noticed the turn had just flipped), and my laptop doesn't have a numpad for visual reference--at least that means I made the right moves
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I can barely write this, let alone get a spreadsheet to work... need a new phone..
You're right on the copper - I wasn't sure if it was hooked yet. But let's put all our efforts into settling up on trolls and getting that island Instead of units.
I haven't contacted m3, but I think we can let them sweat for a couple of days!
back in about 12 hours, will look at the micro then...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Oh, I didn't realize you were on your phone, as opposed to a computer without civ--if you're going to be back to full in 12 hours, I don't think I'll play the turn when it comes up--playing turns right before bed is not a good idea apparently
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I've got a real crappy laptop with me too that I played my pbem 46 turns on, but it can barely run a tiny 4 player map, so pitboss is out... I'll be able to grab the turn with plenty of time to spare. Thanks for the cover!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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So we haven't heard from TEAM by email, but I think they're playing CTON - so I'm inclined to re-offer open borders and have a nose around their territory. I'll end the turn in an hour or so, so if you think that's a bad idea let me know before I do...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Turn 94
I'd like to have a look around in the TEAM territory.
So I've re-offered the open borders. Note that they have one more city than we do. Must catch up.
To that end Epee will slow build, then whip a settler for the border with Trolls around turn 100. Our NAP is to t115, at which point this area will be a bit hard to defend - Epee is the key link to the peninsual so we need to be hot on defence here. Or extend the NAP.
While Smooth Criminal will 3-pop whip a settler for the island on t98 - need to speed up the galley in DD, possibly with another whip, since it won't be growing fast the stacked anger won't be a problem...
Power - Trolls have a sharp increase, possibly a tech?
I'm inclined to spend more EP's on them to get an idea of what they are researching, but would it be better to pay attention to M3 instead?
Finally we could research currency in four turns with a bit more cash on hand, which we don't have - so we'll have to fiddle with the rate in three turns.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Things seem fine with our expansion plans, though we need to make sure we can support this expansion--currency will help with this, but that island city's going to cost more--are vassal states on? (aka colonial maintenance) What else is going on that Galley--an exploring warrior first round, then quickly following up with an archer along with possibly another warrior?
I'm fine with a whip to speed up the galley, though we'll want to grow DD once we get the Colossus going--we can then move the naval stuff to the copper city, or possibly the island city if it's good enough.
When do you want to put a city on the peninsula itself? (preferably the middle of the three c?'s, the one I added) It's a good spot, but we aren't in a real rush to settle it.
I'm fine with the slight emphasis on Trolls, at least until we re-up the NAP--when do we want to restart negotiations for that? After we finish settling the peninsula?
We could ask another team for a short-term loan to get Currency in 3 turns, or modify tiles if it's really close. After we get Currency, where are Markets going? (besides the obvious OR)
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