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[spoilers] Pindicator and Regoarrarr - Bismark of Ethiopia

Speed is of course of the essence. So you're saying it could be chopped in like 4-5 turns?
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SevenSpirits Wrote:Speed is of course of the essence. So you're saying it could be chopped in like 4-5 turns?

Yes 5 turns. Horatio Sanz (who has not moved this turn) would take 2 turns to move into the forest and then could chop it.
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Ah. I was hoping you had 5 workers handy to build a farm. wink
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How many workers do we have? Considering we just built our 'H' worker and we lost Adam Sandler and Chevy Chase to the hordes of Commodore, I think we have 6 workers total for our empire. That about right?
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SevenSpirits Wrote:Ah. I was hoping you had 5 workers handy to build a farm. wink

Ah to be able to grow in 2 (and triple whip the temple)? No we don't have that many handy
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regoarrarr Wrote:Ah to be able to grow in 2 (and triple whip the temple)? No we don't have that many handy

Yeah and to have a farm afterwards too. But I guess 1) you can just 2-whip the temple after 2t instead, and 2) having a farm for fast growth is not necessary for challenges b&c, while having the fastest temple is not necessary for challenge a.
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Not surprisingly, Yuri founded his fish-stealing city

[Image: Civ4ScreenShot0156.JPG]

Unlike Pindicator, who is a mean mean mean man and wants to send his galley to pillage those fish, I'm kind of thinking we send Sean Connery down to those fish and NOT pillage them. Put it in the area just to show Yuri that we COULD have pillaged them but aren't.

I dunno, maybe that's over-thinking things.

I also moved our axe/spear combo to get line of sight onto Krill's city

[Image: Civ4ScreenShot0156.JPG]

Maybe we should steal that worker next turn? devil Or not. lol

I also moved us to Mathematics. I'm actually kind of digging the tech Math, bulb Alpha, tech Currency with double pre-reqs plan. Not that it matters what I've put us on, since our economy stinks so bad. At current levels it will take 21 turns to tech Math frown Oh and did I mention we have 2 settlers in queue? lol
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One of the reasons I was thinking about it last night was that having Alpha will let us build research, which will help our economy. At our current levels, we can't really build much. We have 31 units, and have free support for 16 (and a handicap reduction of 5). So we're currently paying 11gpt (plus inflation) for units. Every new unit we produce costs us 1gpt.

I swapped Blues Brothers over to the Great Wall, hoping for some fail gold. We can only build that for 6 more turns though, or we'll build the stupid thing ourselves lol The other things it could build would be a library (probably not worth it right now since it is working all hammer tiles) or Moai Statues.

Hmm I was thinking of building Moai to cash in when OTOF builds it, but maybe we SHOULD also consider building it in BB, and cashing in on the 82g from OTOF. Pluses of building it in BB are speed (though when you're done with your last MM task, get a MM task of building Moai in OTOF). Minuses are

a) building it in OTOF redeems the city, whereas BB is already a good city in its own right
b) Dont like it so close to Krill, though if Krill attacks us, we're probably already hosed, right? lol

[Image: Civ4ScreenShot0158.JPG]

For OR purposes, the Christian Missionary (slated for OTOF) will be done in 2t and spread to OTOF on T116 (though I took the cows back after I snapped this picture - OTOF is now working a coast tile frown )

There is a worker on the forest tile 2E of the city who just finished the road this turn. My plan was to move east and road / chop then come back and chop this forest into Moai (waiting for the missionary)

And..... go!
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My answers to the temple Problem

It looks like 3-whip the temple and growing back to size 4 is the fastest. I can't figure out how to get enough hammers in fast enough to get it down to a 2-whip and still be faster than 3-whip + growing back to size 4. Hire a priest specialist immediately after the temple finishes, and the sci specs as soon as you hit size 4. Then slowly lose food at size 4 while working rice + 3 specialists

So my answer to problem a) is a great person at end of turn 133, or 20 turns from now. Odds will be 55% priest vs. 45% scientist.

b) delay hiring scientists for 3 turns. great person at end of turn 136, with 61% chance of being a priest

c) delay hiring scientists for 6 turns. great person at end of turn 139, with 70% chance of being a priest
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Dodo Tier Player
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We're exploring the site of our next city

[Image: Civ4ScreenShot0161.JPG]

Original plan was to settle 1W of the spices. But now I'm thinking possibly 2W of the spices? We are still on the river, still on the coast, and we get a 2nd spice. Plains river spices are 2/1/4, and grass spice are 3/0/4. We do lose a FP that way. Settler will likely move to the jungle west of the spice this turn, and there is a worker on the galley to unload next turn.

I'll likely move the chariot 1W + next turn and hopefully we'll find something good. The 2W spot does also fight Yuri for those cows but remember he, like all of our neighbors, is CRE (and AGG, like all of our other neighbors).
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