Guess that's the "Pink Dot Krill part of the plan, right?
Though I really don't know what to do here - if we don't try to establish a presence over here, Krill is going to take all this land - he already has that former barb city to the south of this spot....
Yuri moved his spearman to the jungle hill. I don't know if he thought he could see into our city, but I don't think he can (he's blocked by the jungle on the tiles in between him and our city IIRC)
How bout you stop worrying about all those other games you're playing in and figure out the best way to micro the granary in BB? :neenernee
regoarrarr Wrote:Yuri moved his spearman to the jungle hill. I don't know if he thought he could see into our city, but I don't think he can (he's blocked by the jungle on the tiles in between him and our city IIRC)
How bout you stop worrying about all those other games you're playing in and figure out the best way to micro the granary in BB? :neenernee
PB7 is certainly getting a lot of attention right now, but I think for good reason. Those pbems I'm in i take 15 minutes tops on a turn and then forget about them until the next turn is up. The big culprit? Diablo 3.
But let's take a look at BB! Off the top of my head I'd say it's best to keep working all 3 special tiles and let the granary finish normally, but let's run a few scenarios....
...Actually, I was wrong. Keep the current tile arrangements and whip the granary on T103 when BB is at 13/26 food and 36/60 production. At end of t103 we'll be at size 2, 20/24 food, 70/60 production, working the fish & the cow. t104 we get to 2 27/24, and all 7 goes into the granary (right?), so part of it gets counted twice to put as at 3 10/26 to begin t105. Anyway, it looks like this
So this morning I was thinking about this game while at church (), and trying to figure out some tech paths. The way I see it, we need 3 things STAT after we bulb Theology
* Monarchy (for Hereditary Rule so we can grow our cities a bit more)
* Iron Working (to chop out that jungle)
* Math -> Currency (for economy)
I do also want to try out Caste Workshops like you've mentioned, which require Metal Casting and Code of Laws. But I think that all 3 of those things would have to come first.
So maybe Iron Working next, since a) it's cheaper and b) we already have beakers invested and c) that makes some of these cities that we want to settle viable
Then Math -> Currency, which will let us build Wealth, which hopefully will help out the economy. It may even be that Calendar would be better than Monarchy, since we have 2 Sugar, Silks and Bananas. Maybe an outside shot at MoM depending on when anyone else gets there.
With the setback from Commodore's attack, I think we have to focus our tech choices. We've got to punt on the Great Library and the top of the tree I think. We'll go through the middle / bottom and see there. Caste Workshops (RB Mod version) are 1/3/0 tiles - some of these jungle grassland sites can support TONS of these workshops - I think we might even be able to pull ourselves back into this thing (right before Krill attacks us )
Agree with the tech path. I was also thinking about Calendar in place of Monarchy earlier, but the investment to reach Calendar is a lot more than Monarchy -- plus, we practically get a "free" revolt into HR because we're already going to want to revolt into Org Religion when we get Christianity. So while Monarchy will probably only gain us 1 or 2 happy in most cities, for the beaker cost it is worth the investment.
Currency is probably better than Calendar, but again needs to wait until after IW. I'd give Currency the nod because of the passive commerce boost (probably up around 20c by the time we get the tech), and then markets will help us raise our slider rate.
One thing I'd like to try to do with Code of Laws is use specialists to try to "kick start" our tech pace again with some strategic bulbing. Sadly Theology is going to prevent us from using a GM to bulb Civil Service, but how about Paper for UoS?
You know, that whole religion economy thing. Anyway, it may not even be feasible by then, but it's a thought.
Not good, on both levels (Krill kept the former barb city, and Azza's axe and spear that we saw earlier are gone). I gotta say I'm tempted to move in with that axe and see what he's got there.
It's not like Azza is ALSO AGG, right? (oh wait, he is ). Still, we can't really have him with a city here.
Yuri did take our corn / fish gift, which I guess is good (though doesn't really mean anything). He also has an axe in the area, but due to the water it will take another 5-6 turns to be in attack position, by which time we'll have an axe and 2 archers in place.
I think Azza got a bit greedy here - he should have planted on the hill. It gives up one of the ivories but is much more defensible.
The more I think about it, the more I think we declare on azza next turn and move our C1 Axe SW towards that forested hill choke. We can cut off reinforcements to that city and then move our troops to take it out.
Kinda wishing we didn't have most of our army up trying to defend "Pindicator's Folly" over by Yuri