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The Quarterdeck - Turn Discussion Thread

Turn played, pics later. The Cottage by Santiago completed, and Havana is working it. I don't know if anyone noticed, but M3 got Judaism ahead of us. alright TEAM is already up to 7 cities bang
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.

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Was it this turn? I checked the log when I was in game yesterday (looking for the Great Lighthouse they also built) and don't remember noticing it. Why would M3 want another religion anyway? Not for border pops because they have Stonehenge. We should finish out Monotheism though for OrgRel. Does this mean we'll just spread Hinduism around? The'll have a GProphet sometime in the near future.

We are about 5-turns away from #6 (although PR isn't much of a city other than copper-grabber/worker-builder). And this well be a really good city once it's up and running. We'll need to watch our eastern border for the war-horn though. Our graphs clearly show us as the weakling (although TEAM is also approximately equal to us ATM). We're safe from M3 for now so we should send our axe's and spear east, not too soon to tip our hand, but keep them even with the workers and ready to move onto the hill E of the city as soon as we build it. Around T91-92 we should begin discussing NAP extension with M3. I wouldn't bring it up sooner or we might come across as too eager ... Also, get an extension of the NAP BEFORE closing borders RE Great Lighthouse.
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Um... we only have four cities. Barbados, Port Royal, Havana, and Santiago.

TEAM has seven (!!!) cities:







I doubt it's worth it to be a jerk and raze Compy with our Quechua.

M3 founded Judaism a couple of turns ago:




The chop at Barbados came in, because I screwed up on micro again and chopping is T82-84, not 85. Oh well.



Settler will still be two pop whipped next turn.

Havana is against the happy cap again:

\

Also, we should have B and D dump a turn of cottaging 1S of Santiago:



Definitely should continue to Organized Religion and spread Hinduism around. I don't think we should rush to a sixth city, if I remember correctly we're already down to 60% research or something. Might be time to hold of on the whipping to grow cottages for a bit.

Definitely extend NAP with M3, no way we're attacking. I'll check the trade screen next turn, but I doubt we have trade connections with anyone else.

If the low city count wasn't depressing, the Demos certainly are:

(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.

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Let's not even try razing Compy. We are in to position to be making enemies right now, plus all they need to do is get any second unit into the city, including a warrior, to save it PLUS we are not guaranteed to win the attack anyway, so no.

M3 double-revolted into hinduism & OrgRel (seen in EP graph).

We can whip the terrace in Santiago now.

At 7 cities there is an additional jump in maintenance so we could found one more in the near future, but I agree that we should be growing on cottages soon. We will have Monarchy in about 15 turns (11 + a few turns of saving gold).

All three workers should cottage 1S of Santiago this turn. The extra turn by A would be better spent into a cottage on that grassland than a road on the plains to time the chop.

We should have been building a library at Havana. Then we could have 2-pop whipped it shortly after growing into unhappiness and started working Scientists. As it is just finish the axe and then we'll want some missionaries out of here. Barbados will be whipped down this turn so we can switch the mine to Havana. We want to get these missionaries out ASAP now, and this will speed them along.

After this whip, probably all cottages at Barbados if we can build them fast enough. Port Royal will take 4 turns to grow once we finish the worker, so we can use the new worker to build the farm. This frees up our current worker to move 1S of Barbados and replace the farm with a riverside cottage.
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Just so you know, I am going out of town this weekend and for sure will not be able to play turns until Monday. Hopefully you'll still be able to. I probably should be able to access the forum on my phone, but not civ.
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to be safe I played the turn on the way out the door this morning. Have to run now. Check build at Santiago, I didn't have time to think about it so I just clicked Library. Also I revolted into OrgRel. I didn't turn off research yet to save gold for Monarchy though.
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After C farms the grasslands and cottages the farm, C cottages the spices, no?
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.

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C should cottage over the farm first because Barbados will be growing soon. The new worker from PR (E) can build the farm because PR won't grow until 4-turns after the worker finishes. I'll be back in town before C finishes in before C finishes the cottage and I can take a look at what's next.

I'm thinking not cottage Spices because a rivier grassland is just as good for a cottage and we'll be replacing it with a plantation anyway in the future. My first thought is chop another forest at Barbados to clear land for another cottage (plus speed up library by about 4 turns).
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Everything's going according to plan. A, B, and D are sitting on the forest tiles and the Settler is moving. Havana grew into unhappiness with 6 turns left of whip anger. I queued up a Hindu Missionary.

Cottaging the Spices would let the tile be shared by Port Royal and Barbados. Then again, we aren't expecting Port Royal to hit Size 4 to work it anytime soon.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.

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WALL OF TEXT ALERT!!! I got home a bit earlier in the evening that I expected so I decided to take a look in game and do some theorizing about out future. Here are the things that occurred to me (I've switched to windowed mode so I can alt-tab between civ and the post cool )

At Havana I think that a better build order would be finish worker (3 turns) and then 2-pop whip the missionary. I think this leaves us with about 2 turns of anger stacking, but at least one of those turns we will not have grown the new pop yet, so that's ok. 2-pop is better than single whipping because we have so much food excess here, so let's turn them into hammers. The other option I see is let Havana grow to size 6 and then triple-whip a settler/library, but if you keep reading the missionary arrives in Barbados just perfect to time OrgRel with a chop.

Let's keep the axe 1S of Santiago in place until the turn we found [new city: San Juan?]. Each additional unit outside our borders costs 1gpt now.

Remember to cancel chop orders after each turn to ensure that they don't auto-finish before we found the new city.

We'll need to save gold for about 8-10 turns before we can research Monarchy. We're at about 55% break-even now, before founding a city, but we'll be adding several cottages in the next few turns ... the library will be finishing at Barbados about when we'll be wanting to turn on research again. This might be a rather pessimistic estimate, but I don't think we can get Monarchy before T105.

@Havana
T87-89: finish axe build
T90: double-whip missionary
T91-92: missionary moves to Barbados and spreads Hindu

@Barbados
T87 (current turn): Worker C continues to cottage (3/4), E builds EOT from PR.
T88: C finishes Cottage, E begins farm (1/5)
T89: since PR won’t grow onto farm any sooner than it can get built (can be worked the turn E finishes alone) C moves 1N of Barbados to chop T90-92, speeding library and clearing land for another cottage … Missionary arrives from Havana, spreading Hindu just in time for OrgRel +25% on chop T92.

Out East
T87: Workers A, B, D begin chopping as planned for [New City (call it San Juan)]; C cottages over farm 1S of Barbados (3/4)
T88: chops continue, cottage finishes
T89: FOUND CITY FIRST! Chops finish, and San Juan builds Terrace EOT (borders to pop T94, can work/improve tiles T95). Barbados grows onto new cottage, while worker moves 1N of Barbados to chop
T90: SEE PICTURE … A finishes the cottage 1S of Santiago which all three workers started on their way to the forests, while both B & D put a turn into the cottage on tile marked #1
T91: A puts a turn into the cottage on tile #1 BEFORE B&D (extra turn on the way east to mine the gold). T91-94 B and D will follow each other throuth tiles #1-4, ultimately arriving on the corn T95 & 96 respectively as borders pop (takes 5-T total, 3 from B and 2 from D, finishing T97).
T98-99: B & D backtrack over #4-3, finishing the cottages there with a turn each while heading for the deer/copper





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