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Gillette Turn Discussion

Great, just wanted to make sure you didn't think we were expecting you to come up with something meaningful from the demos with the spaghetti mess that's going on now!

How about if we build two exploring galleys in Dirk - hoping there is an island chain to get circumnavigation with. Then it really makes sense for us (if we get the colossus) to expand into the islands. We still have six mainland cities earmarked too, so still ages (30 turns? More?) before we need to do something about expanding further... At that point I expect Trolls to still be in the lead, and TEAM could be our new best friends? It's just annoying that we don't know more about the Troll lands and whether there is anything coastal for us to demolish. Does anyone want to tell me what this post says about open borders and scouting arrangements? Are we okay to just sail right past their coastline? They did get sight into Dirk by standing on a hill...

Oh, and I wonder if I was drunk when I suggested the pillaging the copper thing? lol
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I'm sure we want to make more galley's, but the problem is that we need to get so much else from our coastal cities (most notably a workboat for the copper city) and Dirk is our only source of that (assuming we go for Colossus in the copper city, which is still the plan right?)

I have no idea what's going on with the diplo, but I always assumed "no scouting" meant "no going into their borders"--we could always ask smile
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I just read the chat twice, and I really don't think we have an official "no scouting" clause to our open borders. We offered ob specifically to allow trolls through our borders. We requested they take a specific route through, but they declined. I think it's fine to send a galley along their coast, especially if we let them know beforehand.
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Yeah, that's what I thought. The no-scouting is implied. I don't think there was something earlier.

Might be worth waiting until we have renewed the nap before trying it though.

edit: was planning to whip the workboat from gladius. I'll try and figure an eta for colossus...
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Turn 97

Do we explore TEAM's Pirate border or Troll border first?


So it's been pointed out to me that checking the event log is a good idea, so I'll try and remember to include a screenshot in future (poke me if I forget), but here's a catch-up. Note the 3-turn skirmish between TEAM and M3 - wonder why?


All the cities are going to plan, dirk will stack some unhappy by whipping this galley next turn, but it's not going to grow back quick enough for it to be a problem. Then I've queued a second galley rather than a work boat, see below.


I think things work better if we whip the work boat from Gladius two turns before its borders pop. I still don't think we're in a race for the colossus, so there's no point slowing our island expansion for it. Also it's too late for a WB from Dirk to get here in time. Sorry! I doubt we'll get colossus before t115, does anyone think we'll be beaten for it?


What do we want to do with Halberd?


I think we'll finish Currency next turn. Also I think M3 are going to try and steal the horse from Foil. I've changed the worker micro so they don't waste any time on them just in case. I'll add a Library after the spear.


Power


Demos

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Turn 98

We got Currency after I pressed end turn, don't worry about the screenshots that say otherwise. It's worth 16 gold a turn to us! And might even let island city pay for itself!

Trolls just got the Great Library. They've got the Pyramids too. Gulp. Anyway Adjustable Techmatic will head south to check out the Troll-TEAM border next turn.


Occam can't quite keep producing the MP at the same speed as population, but we've got plenty of chariots around to help out. I'm roading the pig so we don't get an unhealthy next time it grows.


Smooth whipped the settler this turn, and will overflow 42 hammers (overflowing multiples of 5 means that no forge bonus gets wasted but I couldn't get that to work) to complete an axe next turn - would you rather use that overflow for anything else? In the mean time the galley will take the missionary and settler next turn.


Dirk should get a great scientist on t112 (because of Moai there is a chance it'll be a prophet, which we could use for a golden age and then try and get another scientist using the GA bonus while revolting to Bureau and Budhism without anarchy) - it could be a turn earlier if we really choke Dirks growth but I didn't like that much.


I think Gladius will finish the colossus on t116 unless I've messed up the spreadsheet.


M3 are going to try to steal the horse from us by planting their seventh city 1NW - they've got stonehenge so it should take them about 10-15 turns after settling. I decided not to build a pasture for them. The workers are building cottages instead. We also have a bunch of forests up north that we could chop into things at BoG before M3 settle cities to use them. Any ideas what you'd like to use them for? Actually - is there a good reason for us not to settle one south of the cows?


Power


Troll's great library is in their capital, also they have the great wall somewhere else.


Demos

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Looking good! I like the city 1S of the cows. Is there any chance we can get enough culture into Foil to deny m3 the horses?
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Things seem fine--Great Library falling already is a surprise, how could they get that while staying competitive with power?
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I guess 'competitive with power' isn't that hard - we've only got a spear, three chariots, five archers and ten warriors and we're clear at the top. Everyone is running a farming gambit.

Pyramids + Gt Lib points to a specialist economy - how do we counter that?
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Turn 99

Trolls and TEAM have pretty close borders


As do we and M3, they just settled Orient Point and already have 15% culture on the horse. They also have a chariot and an axe loitering just north of Halberd. There are pros and cons for the cow city - it pushes M3's dotmap back further and it has good resources vs we may have implied that Foil was as far north as we'd go and it'll be culture swamped. Unless I've missed something I'm not that keen on it after all. Let's just use the trees for building something in BOG instead?


This shows our remaining important cities: 9, 11, 12, 13 and 14. BoG is producing a settler this turn which could go to any of them. I had intended the Epee settler to settle city 9 on t104 so I think city 11, 12 or 13 are our next best bets. Any votes?


Occam is doing fine


BOG 3-pop whipped this settler. Need to decide where for: city 9, 11, 12 or 13?


I decided to put the overflow from Smooth into a worker, we can grow on military units from next turn on.


Dirk will use two scientists from next turn onwards.


Boring


Boring


Gladius grows onto a second farm for a turn, then whips a work boat.


BOG borders pop in three turns, at which point we'll pasture the western sheep and Halberd will take off.


M3 are putting some more resources into their army


Cities


Demos

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