I played the turn, and I'm working on updating the micro for the workers since I didn't account for desert on the gold. On the bright side our corn farm was improved and workable this turn, growth next turn. Santiago and Havana both grew this turn (Havana to be whipped next turn). Don't worry about the whip stacking 5-turns. The currently unhappy pop will be whipped away, and with gold in 2 turns and Monarchy in 3 we'll be increasing the happy cap quicker than Havana can regrow. We'll also be in full growth mode with no whips for a while so the unhappiness will have an opportunity to wear off.
For city site I guess we'll go with your's on the grassland, 1S of furs. Short-term it's the stronger of the two sites and we need to start taking off quick here in the short term
In foreign news, M3 and TEAM made peace ... Also M3 has now surpassed TEAM in score HOWEVER we now have as many cities as M3, each with 4+capital on the diplomacy screen. On the other hand, M3 has a shrine collecting money from our religion and has had that many cities for longer which means more time for infrastructure which is why they're doing a lot better economically.
Here's the updated worker micro plan. The only loss in those 2 extra worker-turns for the gold is a 1-turn delay in getting the gold online, plus a little bit shuffling D's orders to get the chop to time on or after the Hindu spread. I tested pre-chop-then-cottage-for-2-turns-before-finishing-chop sequence and in does in fact work correct. After finishing the chop the cottage only requires two more worker turns to complete.
As soon as the whip becomes available (not sure if it's next turn or not). Also, any thoughts on the build at Barbados? I can't remember for sure, but I think I selected Quechua. I was debating between that and a missionary for San Juan (since we'll probably want a library at Havana after she completes the missionary for Maracaibo). But with so many good tiles getting improved as quickly as San Juan can grow and with mucho-happy coming online soon I don't think we'll be wanting to whip here any time soon. If we 1-turn this Quechua with the overflow for soon-to-be HR happy we can then slow-build a missionary.
Played turn. Monarchy in 2! I actually don't think we should whip the worker at PR. We'll have spices cottaged in 2 turns, and we won't have 30 hammers for the whip until then.
At Barbados I overflowed into a missionary for San Juan. The reason is (1) we'll have gold online next turn, monarchy will get us another happy the turn after. We have 6-7 turns of growing before we reach the happy-cap, plus another 2 at least before growing into unhappy. After the worker at PR we can just hammer 3-turn Q's out of there which will be quick enough to supply Barbados with infinite HR happiness. And (2) each military unit we build now costs us a gpt, but this will be reduced when we found the next city and since we don't need the Q just yet we might as well save a few gold in upkeep.
Interesting developments ... PLEASE DO NOT LOG INTO THE GAME! ... I grabbed screenshots of just about everything so that we can discuss things without loging in-and-out and I will dump them in spoiler tags in a few minutes. I'm considering immediate war with TEAM, declaring next turn. I'll explain why in the next post, and then I'll give you a chance to cool off my hot head and talk some sense into me.
But WE DO NOT WANT TO TIP ANYONE OFF THAT SOMETHING IS UP. WE DON'T WANT TO MAKE A DOZEN LOG-INS TODAY BEFORE PLAYING THE TURN. So please don't log in until we talk things over (I won't log in again either until late this evening when I go to play the turn).
I was wondering why you were logged in for 30 minutes... by the way, I hate metagaming. 'He's holding up the turn, so that must mean he's preparing for war.' Augh.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
Interesting developments ... PLEASE DO NOT LOG INTO THE GAME! ... I grabbed screenshots of just about everything so that we can discuss things without loging in-and-out and I will dump them in spoiler tags in a few minutes. I'm considering immediate war with TEAM, declaring next turn. I'll explain why in the next post, and then I'll give you a chance to cool off my hot head and talk some sense into me.
But WE DO NOT WANT TO TIP ANYONE OFF THAT SOMETHING IS UP. WE DON'T WANT TO MAKE A DOZEN LOG-INS TODAY BEFORE PLAYING THE TURN. So please don't log in until we talk things over (I won't log in again either until late this evening when I go to play the turn).
***SCREENSHOTS BELOW***
Current situation in the east ... TEAM will settle next turn. I'll give me reasoning for war in another post, but for now just pictures.
Cities
Power Graph
TEAM's higher power is in all likelihood purely tech-related!
The fact that I was logged in for half-an-hour shouldn't be alarming, because when I was working on micro 1-2 weeks ago I was logged in for 1-2 hours at least twice. I'm just worried that if we each log in twice throughout the afternoon, and then again in the evening to play the turn they will whip a couple axes.
Again, I will not do anything without your consent.
SHORT STORY: TEAM is preparing to settle aggressively on our eastern border. If we let them establish this plant we will probably never dislodge it. Once they have time to build up walls and cultural defense (not to mention a tech lead fro better units) we'll have not chance. So it's now or never. From the power graph we can see that they have about equal power, but since we've emphasized Q's while they have archers that probably accounts for most of the difference. Next turn we will be able to move 5 axes + spear next to the new city plant, and if we commit to war we can build 6 more axes in two turns! Enough to amply defend San Juan and our soon-to-be Maracaibo (which I think we can continue towards as planned). I'd imagine TEAM would be willing to concede the border city and take peace at that rather than engaging in a long drawn-out border war, but I'll get to that in a more detailed post.
EDIT: I'll post this in pieces to make it more readable than a wall-of-text
Basically I gave you the motivation: We can't let TEAM settle up on us with impunity, or we'll have zero chance of future expansion + risk of getting 1-moved at both San Juan and Maracaibo if they get enough culture for a single border pop. The'll be able to defend that single city and simultaneously threaten both of ours ...
And the reasons we'll be successful: (1) we have enough military to complete our initial raze attack, plus capability to build enough backup in a 2-turn span to safely hold San Juan and continue our plans for Maracaibo. (2) TEAM does NOT want to get involved in a hot border-war, and should agree to demilitarize that in-between space afterwards.
Here's the battle plan -- illustration to follow:
THIS TURN ... (1) Keep axe + spear fortified on gold to not arouse suspicion.(2) we move 3 axes from San Juan + 1 from corn -> stage on hill 1E of San Juan.
NEXT TURN ...(3) BEFORE MOVING QUECHUA: declare war on TEAM so it gets teleported out towards our capital. THEN move all our military (5 Axes, 1 Spear, 1 Q) onto cows.