September 19th, 2012, 21:01
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BRickAstley Wrote:Sweet! Pics?
Working on it!
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September 19th, 2012, 22:16
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Here are some overview shots from the latest turn:
We have added the cities of Angora (T88), Trebizond (T88), and Iconium (T89).
I'm trying to think of when would be a good time to order more settlers, and I think it may be prudent to whip out another wave of workers first. Pretty much all the cities that will recover form the whip on T91 can put a turn into a worker before hand so the next round of whips can go straight through. With currency in, the immediate crisis has passed and I can begin to push towards more medium-term developments.
I think the next wave of settlers should come from the new cities though. I can chop out granaries post-haste in most of them and then just rewhip through them. With 3 CPT, those borders push out really hard with no input from me.
Here's the domestic advisor after hitting end-turn:
Maint on the Toroid is killer, but the TR boost from currency is already paying off in a dramatic manner.
My TR value has gone from 4 + 3 + 3 + 2 + 2 + 2 + 2 + 2 + 2 = 22 to nearly double of 43, or a gain of 21 CPT just on the back of having the tech!
And the Military Advisor:
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September 19th, 2012, 22:25
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whatcha gonna do with the scientist?
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
September 19th, 2012, 23:07
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AutomatedTeller Wrote:whatcha gonna do with the scientist?
I'm not sure.
There's already an academy in the capital and a settled great scientist there as well. My current thought is to finish spamming out my cities and while the slaving is done pop a GA and do civic revolts to some subset of the following  Hereditary Rule, Bureaucracy, Caste System, - , Philosophy).
The other option is to bulb and turn him into beakers.
Each turn I don't use him is time wasted, but since theArchduke has already popped 3 GPP, their not easy to come by and I think saving him for the GA right now is my strongest play (that way I can grow up my high food cities and prep to run a bunch of merchants in pursuit of a GM for Guilds).
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September 20th, 2012, 03:52
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Not sleeping well, so might as well add some more thoughts.
- Corporations are banned, so it's not a question of if we'll end up in State Property, but when.
- The land is very lush, but there are not very many good basic production sites settled in my core, and no space to add them. So production will have to come from workshops. This is good for me, as it synergizes with a quick guilds tech for Cataphracts as well.
- I need to pick out city specializations. Most of what has been settled fits most naturally as commerce cities, and I think one of the Tundra cities will make a good NE city. Units will have to come from the whip, there's just no way around it.
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September 20th, 2012, 04:04
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Adrianople:
This should be my National Epic city, and probably my National Park city as well.
Fish: +4 FPT
Wheat: +3 FPT, +4 FPT w/ Biology
Clam: +3 FPT
2 x Deer: +2 FPT
For a total of +14 FPT, and then another +2 FPT from the center tile for support for 8 specialists off of 5 worked tiles.
Before it reaches this condition though, I'll can use it to whip out settlers.
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September 20th, 2012, 04:13
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Constantinople:
The capital with an Academy and a settled Great Scientist already in place. That pretty much demands that I cottage it and run it as a Bureau-Cap.
What does that mean improvement wise? Well, the Clams give +3F, the Cows +1F, the Corn +4F for a working surplus of +8 after the lighthouse goes up (via double-whip next turn, note the workboat ready to net the clams this turn), and a center tile takes us to +10.
So really just cottage everywhere with forest chops going into multiplier buildings. Then once in Hereditary rule, grow to size 19 but whip off extra pop before that to get multiplier buildings up faster.
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September 20th, 2012, 07:03
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Sareln Wrote:Adrianople:
This should be my National Epic city, and probably my National Park city as well.

Fish: +4 FPT
Wheat: +3 FPT, +4 FPT w/ Biology
Clam: +3 FPT
2 x Deer: +2 FPT
For a total of +14 FPT, and then another +2 FPT from the center tile for support for 8 specialists off of 5 worked tiles.
Before it reaches this condition though, I'll can use it to whip out settlers.
+1 for the lake, too.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
September 20th, 2012, 15:09
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AutomatedTeller Wrote:+1 for the lake, too.
+1 is weak enough for me to not consider it strongly. I won't be able to pair it with another +1 until post-bio anyways.
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September 20th, 2012, 15:10
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Quick Turn Overview with signs in place:
Whipping out 2 more workers and 2 lighthouses, then growing the core and whipping settlers out of the new cities hopefully.
Thessalonica is in a strange spot since it only has one food resource plus the sheep to grow with, and it's growth is hindered by Angora also wanting to use that food resource.
However, I can obviate the problem at Angora as more workers come into the area, I will farm the FP at least. With an overflow into a lighthouse Angora could then manage +8 FPT on the back of 4 citizens (+4 pigs, +2 FP Farm, 2 x +1 Lakes).
Then Thessalonica is left with +4 FPT off the back of the Plains Wheat and PH Sheep it has, and a bunch of food neutral tiles. When we get to Civil Service (which we should do pre-guilds) we can add some more farms and really get the city going.
Antioch's tile improvements are done, and there remains one worker at Adrinople and I'll whip out another there as well. The new worker will go north to the core, and the old worker is currently finishing the 2nd deer camp. After that he'll farm the plains and make a shorter connection road between Antioch and Adrinople for defensive purposes.
There are 3 workers around Nicomedia. They are to finish another flood plains cottage, road the stone, and hook it up. Then all of Nicomedia's improvements will be finished as well. With Gold, Rice Farm, and a number of flood plains, the city should grow quickly.
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