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[Spoilers] Old Harry's Game

yeah I agree, sorry should have said something, since I'm not global.


why do you think Serdoa will build swords? no one ever builds swords
Please don't go. The drones need you. They look up to you.
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Thanks guys, I got currency after ending turn and even with ob with Azza still have one 1c internal route, so yeah it looks good.

Serdoa just settled for the jungle silver and got a lot of soldiers, so I thought iron working -> swords. But I guess he could be building axes or horses... I need to get a scout over that way to find out.

I'm also thinking about settling ON the gold for a more secure border. Any thoughts?
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(January 28th, 2013, 03:46)Old Harry Wrote: Thanks guys, I got currency after ending turn and even with ob with Azza still have one 1c internal route, so yeah it looks good.

Serdoa just settled for the jungle silver and got a lot of soldiers, so I thought iron working -> swords. But I guess he could be building axes or horses... I need to get a scout over that way to find out.

I'm also thinking about settling ON the gold for a more secure border. Any thoughts?

I think axes and spears is more likely, considering he just got out of a war with azza.


I don't like settling on the gold - you just waste an awesome workable tile. I think - 1E if you want close to exeter. but 1N is probably better - its on a hill, picks up gold in first ring, rice and wines in BFC. plus a few river tiles.
Please don't go. The drones need you. They look up to you.
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Yeah, that's the trouble it's an awesome tile that I have no way of defending - so as soon as Serdoa wants he can pillage it (costing 2 happy if I've got forges up by then).

- 1N of gold is on flat land but it does make forking with 2-movers harder, the only tile to fork from is 1SE of the gold, which doesn't seem likely.
- I think my original plan - 2E of the gold - would be similar defensively, although it can be forked from the hill NW of Exeter too.
- Settling on the gold itself gives a plains hill and feels like it draws all the attention away from Exeter. But I'll lose all that lovely commerce.


I guess the question is just how paranoid I am about Serdoa...
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Turn 66

Currency is in. So do I go for:
- Calendar (five turns) and try to bodge the MOM into a new city (I'll need to settle two - one for the marble, another for the chops)
- Aesthetics-Lit (about seven turns) for the great library,
- Construction for cats just in case Serdoa is looking at the pyramids or
- Iron working to cut down some jungle (frees up silver).


I was wrong about that city site 1N of the gold Bigger - it's on a hill after all. Which pushes it above the pig site I think...


And I've got 3 culture in Grimsby, thanks to Stonehenge, but only 2 in Crewe - is that because I founded Darlington (where Stonehenge is) after Crewe?


Power - look at the kicking that Azza took. Nasty.


Demos


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(January 28th, 2013, 13:33)Old Harry Wrote: And I've got 3 culture in Grimsby, thanks to Stonehenge, but only 2 in Crewe - is that because I founded Darlington (where Stonehenge is) after Crewe?

Yes.
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Turn 67

So after a little pause due to me being a spammer we're off again... Thanks for the confirmation Noble.

Not a lot to discuss this turn, I need to get a couple of settlers out and work out the worker micro if I'm going for the Mausoleum, I think it's more likely up here as I've got all the workers in the north:


Hopefully I'll get time to plan that tomorrow, mean time nothing much happened on power:


Demos


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Turn 68

I've been doing some long-overdue C&D:

My GNP for various techs with only one pre req:

Med 148
Theo 128
Aesthet 128
Alph 128
Cala 128
Arch 148
Horse 137
Iron 137
MC 128
Const 137

So I'm sure no-one has alphabet (it would be so much easier if I did, but then everyone would know what I'd got too) meaning no-one has Calendar either and having a shot at the Mausoleum is still on.

On the military front it looks like Azza and one of the others have archery, one has construction and one has Iron working while Azza has Horseback riding. I assume the only reason you'd want IW is to chop the jungle on the silver, so I'd guess that's Serdoa as the other two don't seem to have settled that far yet.

That just leaves Construction, which I think was discovered last turn by either Serdoa or Hydra. Alarmingly Serdoa's power then jumped by 23000 - about four catapults worth. shakehead

So do I hope he'll take revenge on Azza or will he go after the player with the lowest power rating and the Pyramids in a border city? If it's the latter I have a choice between horseback riding + archery for horse archers to flank away his catapults or construction to build my own cats. They'll take about the same time to complete and I'd lean slightly towards the latter as cats are an all-purpose defensive tool. Bridge building will be useful too. Archers are good though as Exeter is on a hill. I have to make a decision next turn so let me know what you think...

I'm thinking about offering Serdoa open borders - it's bad since he has the great lighthouse, but could let me spot a build up of catapults or other units... In the mean time I think I'll build the MOM city on the tundra that gets 8 forests here, it fits well with Bigger's suggested front city and means the tundra gets used... I just wonder how to do this without Serdoa's scout reporting back? I'll be kicking myself when Hydra rolls over me with knights... crazyeye


Mean time, out in the "real" world I'll start exploring Azza's lands next turn.


Power


Demos


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One benefit of OB with the great lighthouse civ is that when (if) they declare war on you they lose your trade routes ... it's just a small economic thing, but maybe it's the straw that broke the camels back and convinces him to war against someone who still has closed borders.
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That's another good reason in favour of opening borders, the only trouble is how far ahead he is already... I think that offering open borders now, then removing them in ten turns when the possibility of military stuff has passed could be the best plan. I don't think he'd have a trade route to me yet anyway... If he turns them down he's either attacking and doesn't want to be scouted or knows we wouldn't have a trade route. banghead

I've worked out that if his cats bee-line from the cities I think they were built in straight to Exeter it'll take about eight turns for them all to get there, so there is a little breathing room.

I'll try to get three cats, three axes and a spear or two in Exeter by turn 75, then whip more defenders and walls if he does show up. Is that enough? He could have four cats and eight axes right now... I'll just hope to see a war declaration against one of the others in the mean time. mischief
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