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Dreylin stops for a bite with Decius

t14 was uneventful

t15 -

Oh well:


Maybe it'll hit the 1t not attacking "feature" and let Emily finish the pop.

I might see about doing some C&D later if I can be bothered.
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Eh well.

Pretty sure the delay only happens with cities, unfortunately. Then again, we do have a chance of victory, so you never know.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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C&D says:

Aurorarcher got a tech the same turn I got Agriculture. He started with Crafting, so we'll call it Agriculture.
Jalepeno got a tech the turn after; he started with Ancient Chants, so we'll call that Agriculture too.

t13 Jalepeno, Ventessel & Aurorarcher all grew to size 2; DaveV got a tech - he started with Agriculture, so we'll call that Calendar
t14 Ventessel gets a tech; he started with Agriculture as well, so we'll call that Calendar as well.
t15 Jalepeno grew to size 3 (current turn)

For reference, I'll get Calendar EoT 16.
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Current plan is:

Calendar comes in and Workers plantation the Incense and the Plains Cotton then team up to Plant & connect the Grass Cotton (Plantation is better than Farm until Aristocracy). Revolt (t17) to Agrarianism and grow to size 6 EoT 23. Build 3 Bloodpets, complete t24. t25 start building Settler working Corn, FP, Incense, 2x Cotton & an unimproved tile (later a grass Farm). Borders pop EoT25, so Workers can start building Farms for the new city. Crafting at EoT24, then Mining.
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Current second city site is NE of the Cotton (between the Rice and Pigs). There are a couple of good options in the SW which would pick up the Southern Rice (which can be advance Farmed once 3rd ring pops), but neither would get River commerce. I'm still trying to work out how to approach settling the SW; there's a great coastal riverside site, but it needs a border pop to have real value short term, so I'm trying to work around bridging to the second Corn.

Happiness resources seem somewhat scarce; beyond the Cotton, there's the SE Ivory (which needs another tech) and two separate Dyes, one North and one East. Probably city 3 or 4 will need to reach out for one of them, but I'll want a border pop in city #2 before stretching, and that means Monuments - which means Ancient Chants after Mining.
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t16 -

Whelp, I guess we were going to meet them anyway:


If he gets frisky I can postpone the revolt to Agrarianism and pop out the Bloodpet.
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t17 -

So he's circling round at least rather than passing through:


But if Janie Mouse continues onto the Incense and I Revolt as planned, he can be on the Pigs and threatening her before I can get the new Bloodpet there to cover. So the choice is to delay the Revolt by 1t to pop the 'pet out to cover the Worker, or to delay the Incense coming online by 2t.

Delaying the Revolt costs me a turn each reaching sizes 4 & 5, however doesn't affect timing for size 6. Overall though, everything I've done to-date has been to maximise Commerce, so I don't plan to change that plan now by delaying the Incense coming online by 2t. We'll Revolt next turn.
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t18 -

So we did that.
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t20 -

An event!


Took the gold, since a Monument isn't much use in the Capital.

Plantations completed this turn, so Crafting moved down to a 5t tech, with Mining 7t after that.

Tweaked the micro to land the 3rd 'pet t24 so starting the Settler t25 and completing on t35.
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Oh money money money smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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