February 29th, 2024, 20:42
(This post was last modified: February 29th, 2024, 20:45 by yuris125.)
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So here is Streamer, the 3rd city
One worker is building a cottage, so that it has another improved tile to work. The other will chop into a monastery - hopefully a Christian monastery. Not quite decided what to do with tile improvements after that, actually considering building riverside lumbermills - I'm kinda short on hammers, they would be 2/2/2 tiles with Machinery (2/2/1 before), and Machinery will be the next tech. Biggest concern is leaving tiles with defensive bonus next to my city - but hopefully the pink dot + culture flip play pays off, and it won't be a border city
Saver will whip a settler for the 4th city next turn
Capital grew into unhappiness at size 6. I did not anticipate this, it didn't happen in the sim - but of course in the sim I had the archer foritified in the capital. Didn't expect it to be unhappy at size 6 with gold and wine connected - but whip anger from the first settler pushed it over the top. Will have to live with it, can't leave a city so close to barbs without a defender. I would like to whip a settler for the island city, but with the game now showing Civil Service at T32, not sure I'll get enough hammers into it before the switch
Barbs spawned an axe, will try to use my scout to lure it towards Thoth and not towards me - sorry Thoth!
March 1st, 2024, 10:13
(This post was last modified: March 1st, 2024, 10:14 by yuris125.)
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Looks like Scooter used the great artist to culture bomb a barb city
Great prophet born at eot, so I expect we will need Ramk's magic next turn
March 1st, 2024, 10:25
(This post was last modified: March 1st, 2024, 10:30 by yuris125.)
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Also, I am now thinking about switching to bureaucracy but staying in slavery, using a bureaucracy-powered whip on the settler for the island city, and maybe getting another whip before returning to serfdom. Even more so since Pindicator's power is showing red now, and while my planned 4th city is as unagressive towards him as possible, I'd like to accelerate getting some units out
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Once the religion situation is fixed, I'll actually have to stay Confu for a few more turns, can't afford to lose the point of happiness from state religion in the capital. Free Christian missionary will spread to the capital
Capital's forge really ends up on the backburner, there's so much stuff I need to get out of it (settler, defenders, missionaries...). Actually considering switching to Theocracy alongside Slavery - it won't benefit many cities for now, but if I'm planning to build units, I won't benefit from OR either, there's no reason not to get a promo on units built in Well-Rounded
March 2nd, 2024, 13:47
(This post was last modified: March 2nd, 2024, 13:50 by yuris125.)
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I actually didn't realise that I didn't have wine connected, never got round to improving the plains wine near Saver. Now that I improved the grassland one for the 4th city, capital is back to happy (or at least not rioting)
Looks like Civil Service will come in T32, same turn I will be able to spreadh Christianity to the capital. That turn I can switch to bureau and theocracy (important move order, need to spread Confu to city 4 before the switch), then probably whip a trireme in Well-Rounded to defend the seas around city 5 (the island city), overflow into some kind of a defender unit, and regrow while building missionaries. Saver might also whip a unit or two, Civil Service is a crucial tech, but once it's researched I can afford not working the gold for a turn or two
Next research has to be Machinery, which is required for the next 3 crucial techs - Engineering, Guilds, and Optics
City 6 will need to be settled for the iron, so that I can build crossbows. Don't have firm plans for that yet - settling of city 5 is how far my sandbox goes, and it is time I start reacting to what others are doing rather than executing plans from the sandbox
Also, need more workers. I only have 4, and as you can see, still haven't built any roads. Been difficult to find room for them in the queues
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One more noteworthy thing - Commodore adopted Vassalage. Means that, firstly, his first tech was Feudalism, and secondly, he has to be planning aggression before Guilds. Could be the reason Pindicator's power is growing - maybe he just has to be prepared for Commodore's attack. But am I happy I'm not his neighbour
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T32 - adopted bureaucracy and theocracy. Going to stay in slavery / theocracy for the next 5 turns (maybe slightly more if needed), then go back to serfdom / OR. Don't think I can benefit from caste over serfdom yet, my cities aren't big enough to hire unlimited specialists, and there's still a lot of tiles I need to improve
Just whipped a settler in the capital, will overflow into an archer, so that I don't settle an undefended island city next door to the vikings. I may be slacking on military, but even I'm not crazy enough for that. Still undecided if I'm settling on the horses or on the stone on the island. Probably will land on the horses and then use the galley to finally reveal tiles on the south of the island, and decide based on that. Horses feels safer because it's closer to the mainland, but is it really? These tiles take the same number of moves to reach over water
One more noteworthy thing is the Holy mountain quest I just got. No rush to complete this, the reward +1 happy in all cities, and while I'm in HR I can accomplish the same thing with less effort, by just spamming archers (which I should do anyway). But something to keep in mind. Will be funny if the holy mountain is that peak in the very centre of the map
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Thoth also switched to Vassalage
On one hand, it's not bad news, means that he didn't go straight to zerkers
On the other hand, nothing to stop him from building a stack of horse archers. Especially as he's falling well behind on expansion - he's the last player on 3 cities, as I'm about to join Commodore on 5
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No further seafood south of the island. Guess that peak is not quite the middle of the map after all. Went ahead and settled on the horses - it is a safer location
The big news of this turn is that Pindicator took Wolfpack Tower
Guess that was the reason for his power build-up? Or is he planning to keep rolling into my land?
The good news is that he shouldn't be able to threaten me immediately. He's not in position to fork me, except with a severely wounded horse archer, who will remain severely wounded even with a promotion. The turn after however... we'll see how his stack looks
In general, if I have time to build up road network, pop borders in Farmer (in 4 turns), and set it up into a whipping machine, I should be ok. But I really need more workers. Which is another reason I didn't panic whip, ideally I would like to whip workers and settlers into units, rather than unit-into-units
For now, I'm moving the axe towards Farmer, just in case I need to defend against swords - I can whip defenders in Saver if they're needed, but not in Farmer - and will chop the spear there. Lack of roads is definitely starting to hurt
Next turn will be telling - we'll see if Pindicator chooses to press on, and graphs should reflect how much he lost in the attack on the barb city
March 5th, 2024, 11:37
(This post was last modified: March 5th, 2024, 11:39 by yuris125.)
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Well, I'm glad I didn't panic whip
I assume this doesn't mean attacking them right now - and if that's the case, it suits me perfectly. As I said early on, the terrain encourages me to be aggressive against Thoth, and I'm happy to cede the land to the east of Farmer to Pindicator. All I can realistically claim there is a low priority fishing village on the north coast, and that was the case even before Pindicator took the barb city
Will send this back once Commodore plays and the turns comes back to me
Will still build a few units - it's time to stop relying on paper thin defences - but whipping workers and settlers is still higher priority
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