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Anyway, joking aside, I'd like to send Lew further south once the barb there has been dealt with.
Yeah, the land there looks thoroughly unappetising, but I have three reasons:
Marble, silver, and fur.
With marble, we get the MoM much easier, and can think about the Parthenon and the Great Library as possible wonders. Furs would make markets into +2 happiness. Silver would make forges into +3 happiness. Given that this is a well-crafted hand-made map, these are probably found in the arctic regions.
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Input to turnplaying:
(January 3rd, 2013, 18:31)novice Wrote: (January 3rd, 2013, 17:54)kjn Wrote: On T85 we move one of our workers (probably E) out of our borders. We should move E first. If there are no barbs, we follow the micro plan and move the axe in FF 1NE where it can cover the worker or the city at need.
If there is a barb, F and G road the plains spice tile, so the axe can cover E at once.
Sounds good. E is the worker moving onto a jungle spice to road it? We should move to the easternmost spice, since that resource will be shared with our next jungle city.
I have to run.
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Yes. E is the worker who will road the grass spice outside FF.
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novice sure is pushing hard for that jungle city.
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(January 3rd, 2013, 20:53)NobleHelium Wrote: novice sure is pushing hard for that jungle city.
Well even if it's not our next city, we should still road those spices as opposed to the ones west of them.
I have to run.
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Some quickie notes on T84:
Alemanni didn't grow, and the three warriors in the city stayed put.
Wismar grew to size 3.
Indira doesn't work the plains hill mine anymore, only the grass hill mine. It probably works only cottages or specialists with its other citizens right now, given the 5H invested.
The barb in the south went close to Lew, who despite being damaged get 100% chance to win.
I think we should cover the workers on the wheat with Lew, and then whack the barbarian next turn when it's closer to ST, and we might be able to pick up an additional XP for Lew.
I also think our two workers that are sinking 2t into the grass hill mine 1NE of HF should put 2t into a cottage 2N of AO. Neither will be finished soon, but another cottage for AO would be quite nice to have further on.
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There's no way to get 2xp there. Axes are too strong vs warriors.
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(January 4th, 2013, 06:47)SevenSpirits Wrote: There's no way to get 2xp there. Axes are too strong vs warriors.
In that case healing in place with the axe might be the best move.
I'm ok with cottaging instead of mining if that's what the majority wants. I don't think we've sunk any turns into a mine yet? Anyway, the main reason I went for the mine instead of the cottage is that the hill is roaded, so we're more likely to be able to fit finishing the mine smoothly into our future micro.
I have to run.
January 4th, 2013, 07:01
(This post was last modified: January 4th, 2013, 07:24 by kjn.)
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We have IIRC 1t sunk into the mine. The grass tile I propose (2N of AO) has been roaded too, is reachable by both workers, and we reach the silk and can chop there on T85.
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(January 4th, 2013, 07:01)kjn Wrote: We have IIRC 1t sunk into the mine. The grass tile I propose (2N of AO) has been roaded too
Oh, in that case, go for it.
I have to run.
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