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spacemanmf Wrote:That filler will have no food - it won't be much of a city. An alternative would be to settler 1SW of the marble. If you still wanted 3 cities, we could settle 1N of the furs. If we just have 2 cities then 1E of the furs (that does waste a couple of tiles, but gives stronger cities with less overlap).
If we just want two cities the current spots are good. The crap tiles are picked up by the optional filler. If there's seafood in the fog the filler becomes viable.
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I dunno, I may be reading between the lines here but I think you actually want to settle in the locations you have denoted.
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Ok, quite an eventful turn domestically, mainly triggered by this.
Overflow from a longbow nearly completes Moai Statues in Trading Post, and in fact it did complete at the end of the turn. I will switch to max growth next turn.
Here are our demographics, after a couple of whips.
But the birth of a Great Scientist was the reason for doing this:
It turned our demographics to this.
And Machinery went from due in 6 turns to due in 3 turns... Nice!
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The improved research rate was partly due to this. The next great person is due in 3 turns, with a 60-70% chance of it being a Great Scientist. If it's a Great Merchant, well... let's not go there.
Cash Cow builds a barracks whilst a worker farms the grassland - we can grow this city whilst building some promoted longbows.
Gold Rush is set to another fast worker. It can maybe build a settler afterwards. (I sent the Cash Cow settler on the boat westwards to settle the other island spot. The Gold Rush settler can settle the NE clam spot.)
There's a slight problem with being able to whip a forge at size 8 in Flooded Market... =)
I will finish the mine off before the city grows. Were you intending to farm the last grassland tile?
Finally, our settler touches down on the western island.
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Good job, Spaceman.
I suppose a possible use for a great merchant is to bulb Banking. If we could squeeze in Machinery and Guilds during the golden age we could even adopt Mercantilism at the same time as we switch back to slavery. I doubt that's doable, though.
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Hmmm, how long before our peace treaty runs out with Shoot. Can we do a guerilla trade mission in time?
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spacemanmf Wrote:Hmmm, how long before our peace treaty runs out with Shoot. Can we do a guerilla trade mission in time?
Fun idea. I don't know when the peace treaty runs out, but I think it's before the end of our Golden Age, so we probably won't have time for that.
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novice Wrote:Fun idea. I don't know when the peace treaty runs out, but I think it's before the end of our Golden Age, so we probably won't have time for that.
Hmmm, we'd need Open Borders anyway. [Wanders back to the drawing board.]
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spacemanmf Wrote:Hmmm, we'd need Open Borders anyway. [Wanders back to the drawing board.]
The great merchant can enter foreign borders without open borders. The transporting galley can't, however, so that's why we'd need forced peace so we could unload at a distance and trek over land.
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novice Wrote:Looking at T71 now. Darrell and Shoot accepted peace, we're still at war with Rego and Kyan.
Here's the start of the 10-turn enforced peace treaty. Shoot will have accepted on T70 so I'm not sure if that means T80 is the first turn peace can be broken. Not quite enough time...
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