February 26th, 2013, 18:38
Posts: 15,048
Threads: 110
Joined: Apr 2007
(February 26th, 2013, 16:29)pindicator Wrote: (February 26th, 2013, 14:39)NobleHelium Wrote: Temples require Priesthood. You want both?
Oh yeah, we need priesthood still...
I think that's fine. We might as well get the prereq bonus on Monarchy from Priesthood. I don't think researching all 4 before Monarchy is so bad when we'll use them all (and have Meditation half-done already anyways).
February 26th, 2013, 19:06
(This post was last modified: July 8th, 2020, 13:48 by scooter.)
Posts: 15,048
Threads: 110
Joined: Apr 2007
Turn played. Another slow turn as we wait for the 4th galley to be totally caught up. Next turn we load up onto the boats and get onto staging. Sometime before tomorrow we need to decide which 6 units go in the first wave. Boston Market got its first forest chop into the granary.
I'm thinking we might as well put a second chop into it right away so it fills up some of the food box before growing to sz2. We can whip the Lighthouse after that. The forest that says "road" on it - I believe that chop could be completed on T137. So the granary could be at least partially filled when we jump to sz2 - better than nothing. Sid's had a sign that said it was supposed to have its settler double-whipped this turn, but:
It missed by one hammer (RBMod double whips are 50h). Not sure how that happened exactly. Not a big deal though, we'll just double-whip next turn and accumulate a little bit of overflow. Here's a few overview shots of our land from north to south:
Xenu is poking around again, but I'm not too concerned. Central:
Perfectly fogbusted again . Unless a crazy barbarian galley spawns on that lake . Also note that all 10 military units are in range of the boats, so we can load any 6 we want next turn. We're spending a little extra in maintenance for several outside our borders, but we needed them to heal up in time, so it was a necessary evil. Sid's will be whipped next turn (136), and pig city will be settled on T138. Thoughts on what to do with Sid's on T137 after the whip? It should regrow very quickly. I'm thinking another warrior would be good while we regrow - we'll need a couple more in our south cities. We might as well try to build at least 3-5 more before we hook the iron, as they'll be really useful for HR. South:
As I mentioned earlier about the second Boston Market chop - the "road" that has a worker under the sign will complete next turn, meaning the second worker can move on and start chopping next turn (T136), for a chop completion on T137. DQ will be sort of annoying to manage pre-Lighthouse/Granary. I think we pick up the silver next turn with its second citizen and just whip the granary when it's in 1 pop range. Culvers is several turns away from being whippable. Five Guys is working the grass forest for now rather than the crabs, as we need that hammer now more than a few commerce.
That wraps it up for this turn. Next couple turns should prove to be more interesting.
February 26th, 2013, 19:07
(This post was last modified: February 26th, 2013, 19:08 by scooter.)
Posts: 15,048
Threads: 110
Joined: Apr 2007
URGH. I see a mistake. Sid's should be working that plains hill over the grass hill. While building a settler they are identical in foodhammers, but the plains hill picks up a commerce for being riverside. I'll jump in and fix it.
edit: Actually, I'm going to just give up the commerce and work the corn. Weedy management last turn on my part . (and that's what caused us to not be able to double whip)
February 26th, 2013, 19:08
(This post was last modified: February 26th, 2013, 19:09 by NobleHelium.)
Posts: 13,214
Threads: 25
Joined: Oct 2010
You could just turn on the governor...
Make sure to bring at least one regular axe that will defend over the GG axe when we attack.
February 26th, 2013, 19:10
Posts: 15,048
Threads: 110
Joined: Apr 2007
(February 26th, 2013, 19:08)NobleHelium Wrote: You could just turn on the governor...
I have literally never turned off the governor in my life, but it ALWAYS ends up off for me. I have no idea why. I know we've even discussed this before. Also, the governor does weird things sometimes in RBMod so I don't trust it completely.
February 26th, 2013, 19:11
Posts: 17,360
Threads: 78
Joined: Nov 2005
Why not the corn instead?
Suffer Game Sicko
Dodo Tier Player
February 26th, 2013, 19:12
(This post was last modified: July 8th, 2020, 13:49 by scooter.)
Posts: 15,048
Threads: 110
Joined: Apr 2007
Fixed. Also, I forgot to post the demos:
Only noting it because we are no longer 10th in food or hammers.
(also, yikes somebody's GNP just went nuts)
February 26th, 2013, 19:12
Posts: 15,048
Threads: 110
Joined: Apr 2007
(February 26th, 2013, 19:11)pindicator Wrote: Why not the corn instead?
Looks like I didn't edit the post quick enough.
February 26th, 2013, 19:13
(This post was last modified: February 26th, 2013, 19:14 by NobleHelium.)
Posts: 13,214
Threads: 25
Joined: Oct 2010
Yes we discussed the governor before. The governor gets turned off when you reassign a tile. Nobody specifically turns off the governor. You just never turn it back on.
February 26th, 2013, 19:31
Posts: 17,360
Threads: 78
Joined: Nov 2005
Heh, guess thats a good amount of cross-posting.
As for units, do you mean which 6 in addition to the cats? Cause we're bringing 8, right?
Suffer Game Sicko
Dodo Tier Player
|