November 19th, 2012, 20:22
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It's no longer accurate to refer to our team as a farmer's gambit. We are second in global Power, and we have another axe completing next turn (then another the turn after that). If We Play Civ or another team really wants to come after our high-culture defense cities, with no catapults or anything better than axes, I say let them. Their supply lines would be laughably long and we have plenty of food resources + granaries to whip extra defenders as needed. Also keep in mind that we have lengthy NAPs with just about everyone we've met so far.
I honestly don't think this is even worth a discussion right now. We are not at all weak militarily, horses or no.
November 20th, 2012, 04:19
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(November 19th, 2012, 20:22)Sullla Wrote: It's no longer accurate to refer to our team as a farmer's gambit. We are second in global Power, and we have another axe completing next turn (then another the turn after that). If We Play Civ or another team really wants to come after our high-culture defense cities, with no catapults or anything better than axes, I say let them. Their supply lines would be laughably long and we have plenty of food resources + granaries to whip extra defenders as needed. Also keep in mind that we have lengthy NAPs with just about everyone we've met so far.
No, I'm not worried (though shock dogs can damage our tiles pretty bad), but I also think it's bad to build lots of units that are all green. Better to concentrate unit building to one city, and that they can get some promotions out of the gate.
I don't view FP as a great commerce city, but it can make a good HE city. Better to get the building we can use long-term then.
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November 20th, 2012, 05:16
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Nothing wrong with building units that are green, as long as they exist. I'd much rather have 1 axe than 1 'rax, or 3 axes than 1rax+2axes, we need raw units to deal with border control. Save our barracks for later, once we've stabilised our horizontal growth and we can specialise 1-2 cities for production and the rest for economy.
November 20th, 2012, 05:23
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(November 20th, 2012, 05:16)Nicolae Carpathia Wrote: Nothing wrong with building units that are green, as long as they exist. I'd much rather have 1 axe than 1 'rax, or 3 axes than 1rax+2axes, we need raw units to deal with border control. Save our barracks for later, once we've stabilised our horizontal growth and we can specialise 1-2 cities for production and the rest for economy.
Agree. It's more that if we are to get a building in FP, I think a barracks will be preferable to a library.
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November 20th, 2012, 09:27
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I'm doing a new sim here, based on a revolt to Hinduism on T69. It seems to be going reasonably well, and the extra happy has definitely helped MM and FP.
Gems micro with revolt T69
Some notes:
On T70 I sent an axe from FP towards AO, so the warrior there could leave for HF and get there on T72.
I use the spear to cover the gem workers, but it can continue scout to the nortwest afterwards.
This will delay IW to eot74, but this won't impact the chopping: we'll get the gems up on T77 here too.
More workers are urgently in our core! I build one in HF, but I'd like another one as well.
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November 20th, 2012, 10:33
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Turn 69 would indeed be a good time to revolt to our religion, with the two settlers in transit. Since this is the very next turn to be played, we need to decide on whether we are going to do this or not pretty quickly. What are the thoughts from everyone else?
November 20th, 2012, 10:48
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November 20th, 2012, 10:51
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I agree, the people demand a revolution. Joke aside, I think it was a very good idea from kjn. Also, does having a state religion increase the chance of random religion spreads?
Kalin
November 20th, 2012, 10:51
(This post was last modified: November 20th, 2012, 10:52 by T-hawk.)
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Yes, do it. We need the happy now, we have Org Rel coming sometime soon, and those together will pay back more than the turn of anarchy as compared to waiting for a Golden Age to adopt the religion.
Adopting it has no effect on the chance of random spreads. Only the shrine does.
November 20th, 2012, 12:04
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Revolting also subtracts a turn from all our whip penalties, and gives us another turn to shuffle units where they need to go for barbarian/military police duty. I think I'm just about sold.
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