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[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine

Yeah, i thought i'd be able to get to the new turn last night, but a complication came up. You wouldn't know anything about that, would ya? wink
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(March 14th, 2013, 10:29)pindicator Wrote: Yeah, i thought i'd be able to get to the new turn last night, but a complication came up. You wouldn't know anything about that, would ya? wink

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Ok. So I logged in to finish T152 (we were last to finish) and was greeted by this:

[Image: t152_health.JPG]

I closed it at first, then saw we're reasonably close to the health cap at Culvers and figured why not and re-offered. Whipped the granary at Starbucks as planned:

[Image: t152_starbubcks_whip.JPG]

We don't really have a grand worker plan, so I just did pretty neutral things, added a cottage or two, etc. Ended turn, and did a few things on the new turn:

[Image: t153_dominos_moai.JPG]

I put a second worker onto the plains hill so we could work the hammer config this turn on Moai. Figured we want to power through as much as we can while we have the stone in hand. Maybe we could swap to the Lighthouse and eventually whip it to completion to get some good overflow into Moai. Haven't checked any numbers but that might be a good plan. Hired an engineer in Sid's as planned:

[Image: t153_sids_hire_engine.JPG]

Quick shot of the south:

[Image: t153_south.JPG]

Turn not finished.
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Dude, why did you save all your good rolls for me? tongue
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I'm not playing -- heading to bed, actually -- but i wanted to take a peek at the new turn and give some thoughts since i won't likely be around to play it tomorrow either.

First of all, a sheep without need of a pasture means Brick has expanded west:

[Image: y4mqFmWkD-yZDZT3l7ZnbA1tGMZ5VL6SQhQbb05v...pmode=none]

I'm guessing he put a city down on top of the desert.


So since there's no tech bonus boost in No Tech Trading games -- which seems backwards, to be honest; wouldn't you want the bigger Known Civ tech boost in a game where you can't trade techs to catch up??? -- then I don't think Paper is the end-all, be-all that I was making it out to be. And also, Commodore snatched up the Parthenon so we don't even have the option of bulbing that.

We could still aim for Literature if we want to build National Epic and Heroic Epic -- both are good choices. I like Aesthetics, Compass or Calendar for our next techs. Probably in that order.

Techs we should NOT start on: Civil Service or Machinery. I think these are bulb targets for us, for Great Merchants or Great Engineers respectively. Although our tech rate is going along well enough that I am thinking maybe we should just sit on a GE if we get one. Notre Dame, Angkor Wat - there are some decent wonders coming up for us soon.

Either way, our next great person is in 4 turns.



Workers:

I think we should cover every plains tile down by Culvers and Sid's Sushi with workshops. Grass tiles should be cottages. I guess I see Jimmy John's more of a cottage city as well, too, but workshops and coast are ok too.

Up north I'd have TGIF be commerce focused and let Dominos finish Moai and take over the hammer tiles. But we can probably leave the grass tiles alone - Dominos is going to be too busy working coast, we won't work those grass tiles until we're like size 16 or 17.

Taco Bell... watermills on as many tiles as you can (2 plains, 1 grass). Workshops on the plains tiles left over, and cottage the rest.

So I guess I prefer workshops on plains and cottages on grass in general, unless city specialization would make us want to do otherwise.

With builds, we need a city to make us some missionaries. There are still 4 cities without missionaries and we're going to get a few more settlers out in the upcoming turns as well. How about we whip that forge at JJ and set it on a missionary?
I'd also whip the forge at BM - it will be able to 2 pop whip next turn. It can follow that up with a missionary or two of it's own as well.

Culver's should follow up with another settler next, so we can have one for after Five Guys pops it's borders.
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I'm pretty sure your wrong about the tech bonus - IIRC paper gives known tech bonus wether or not tech trading is on.

You mean slowcheetah not brick right?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Read the tech thread. There is a flat 25% known tech bonus active for this game due to there being no tech trading.

I assume you mean slowcheetah settled the sheep and not Brick.
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Finished up the turn. Didn't do much, but I did whip the Forge at JJ:

[Image: t153_jj_whip.JPG]

JJ is a pretty logical missionary place IMO, so let's do that next. I read your comments and pretty much agreed with them, but we can't build watermills until we have Machinery. I say that because I briefly forgot, so I did burn a worker turn on a likely-to-not-be-used cottage up by Taco Bell. Such is life. Can't remember if I noted this earlier, but here's Xenu being a jerk:

[Image: t153_xenu.JPG]

We will of course capture this at a later date. Actually, since we want as much coast as possible to be used by Dominos, we'll probably burn this and plant it elsewhere later. In the meantime though, we have to play nice. We need a couple triremes in the water, but we just haven't had the time to slot them in yet.

Speaking of Triremes, what do you think about getting one or two and using them to harass slowcheetah? He definitely won't see that coming. Take a page out of the Commodore playbook and figure if conflict down there is inevitable (good chance), might as well get the upper hand by sinking a few of his galleys and causing general mischief. Not really proposing this as a highly serious suggestion for now, just a random idea bouncing around in my head. Also, this happened:

[Image: t153_plako.JPG]

Poor Merohoc.
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With how xenu is located, i think we should make sure we don't lose too many trade routed. But i kind of like the idea of harassing him. If we do, i don't think it can be just a couple triremes - just like how Comm pressured us, we shouldn't let up or go halfway. If we attack, we have an overwhelming number of triremes and blockade his cities. Then capture silk island and aim for optics.

Regardless how we pursue xenu, i think the settler that was just produced at Culver's be considered for the clam island NW of Dominos. Not sure if that's a better solution than settling the center of our island then later taking the cities of xenu.

I actually like the location of Mad Fish - it can share the clams to grow, and there is no other food in the area. We need ro watch for culture pressure before we attack over it, but with two cities to one we should be ok.
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Can we stop mixing up the players please. scooter wanted to harass slowcheetah, which is the uncontacted guy to the east.

But yeah, that xenu city is pretty annoying.
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