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Great report as always, Sullla.
Naming suggestion: Let It Snow.
Tile swap suggestion: Is it possible to let Horse Feathers work that village it shares with AO, and let AO work the unworked village in its north?
Horse Feathers: I say we keep 1-turning units there. If we don't have enough overflow for a 1-turn catapult there, let's build another 1-turn war chariot first.
Eastern Dealers: Skipping the forge for now sounds good.
Focal Point and Brick by Brick: Catapult builds sound good since HF is sneaking in some non-catapult builds.
Frozen Jungle: Granary whip seems in order.
I have to run.
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(April 26th, 2013, 10:30)Sullla Wrote: This is the south after moving our workers and settler at the start of the turn. The barb axe suicided against Lew (who would have about 13 XP now if it weren't for the experience cap against barbs), he moved to cover the settler, and then the war chariot protected our two roading workers.
What's the plan for these units? We could really do with some scouting south-west of Seven Tribes...
Our luck with War Chariots can only get better, right?
(April 26th, 2013, 10:30)Sullla Wrote: We'll found the city on this spot next turn, so feel free to go ahead and suggest names.
Hmm. We're running out of interesting names. How about Binding of Three?
That city (almost) secures three different types of resources.
Health: Cow/Crabs = farmer points
Happiness: Furs = priest points
Military: Horses (close enough) = soldier points
(April 26th, 2013, 10:57)Gold Ergo Sum Wrote: That isn't exactly true right? We will in all likelihood have a free Great Spy coming at Communism. Who knows what it might be used for at that time?
Almost certainly a Golden Age, for a free swap to State Property.
But, hey, if we're ever that desperate, we can run 100% espionage slider for one turn after we swap to Nationhood. We have commerce to spare. Only I don't think we'll ever need to.
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Your plan for military builds sounds good.
Note that the Ceiliazul graph underestimates the progress of several teams. These are the score points not accounted for currently:
Univers: 59
CivFr: 46
WPC: 18
CivPlayers: 13
Ie, the performance of at least Univers and CivFr is very much underestimated in the graph - that's why I haven't made any myself for some time now.
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novice Wrote:Tile swap suggestion: Is it possible to let Horse Feathers work that village it shares with AO, and let AO work the unworked village in its north?
Unfortunately, Horse Feathers needs 6 food to grow this turn, and it gets exactly +6 food with its current tile setup (working two grassland farms). We can grab the aforementioned grassland cottage from the capital next turn.
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KJN, I edited my post to add that info. We here at RB do *not* allow no false senses of security!
Keep up the good work, and hopefully we'll have maps on some folks soon to help with your pop numbers at least.
April 26th, 2013, 11:56
(This post was last modified: April 26th, 2013, 11:58 by NobleHelium.)
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I'm in favor of:
1. Skipping forge in ED.
2. Let It Snow as the new city name.
3. Having HF take a cottage from AO if possible.
4. Building a courthouse in SL over the market. Even in commerce cities, a courthouse will generally produce more or about the same money as a market when cities are small, and the EP puts the courthouse as the better building. Plus if we ever build enough courthouses we can consider building the FP - Communism isn't that close.
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Well, the thing is that Communism actually isn't that far away as a tech. We'll be there much faster than a lot of people on this team probably realize. Yes, we have a fair number of techs to clean up before we make our determined Commuism push, but it isn't THAT many. Roughly speaking, we need Metal Casting, Alphabet, Horseback Riding, Machinery, Engineering, Feudalism, Guilds, Banking, Gunpowder, and Printing Press. I'm not trying to trivialize the subject, but with another Golden Age upcoming, we should be able to do all of these techs in about 25 turns, and then it's straight on to Communism via Chemistry and Scientific Method.
My rough prediction is that we'll hit Communism in 40 turns, right around Turn 170. If that sounds ambitious, keep in mind where we were 40 turns ago on Turn 90:
We were researching Currency, our 100% research rate was 165 beakers/turn, and we had nine cities. We're currently researching Liberalism, our 100% research rate is 517 beakers/turn, and we have 18 cities. I don't think it's at all a stretch to suggest that we'll be revolting into State Property in another 40 turns from present.
So consider the situation of our high commerce cities. They mostly all have a library and granary at this point, we've got the basic infrastructure in place everywhere. Next we'll want forges, then markets and universities. After that, grocers and banks are on the horizon. And oops, we need barracks in there too so that we can take full advantage of Nationhood/drafting. That's an awful lot of infrastructure that these cities need to build. My big picture thinking for this game has been to skip courthouses as much as possible to concentrate on those other builds. We eat the high maintenance costs for now (and it doesn't seem to be hurting too badly) so that down the road we can press the magic State Property button and watch them all disappear overnight. Courthouses will be saving us mere pennies later on. I say we keep skipping them and pushing forges/markets/universities instead, then once we get Communism we absolutely OWN these poor fools on the other teams.
But anyway, that's how I see it. We don't have that much production to spare, and I would rather see it go into other city infrastructure that I view as being more useful down the road.
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(April 26th, 2013, 11:16)novice Wrote: Great report as always, Sullla.
Naming suggestion: Let It Snow.
Tile swap suggestion: Is it possible to let Horse Feathers work that village it shares with AO, and let AO work the unworked village in its north?
Horse Feathers: I say we keep 1-turning units there. If we don't have enough overflow for a 1-turn catapult there, let's build another 1-turn war chariot first.
Eastern Dealers: Skipping the forge for now sounds good.
Focal Point and Brick by Brick: Catapult builds sound good since HF is sneaking in some non-catapult builds.
Frozen Jungle: Granary whip seems in order.
I agree with all of the above.
Kalin
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(April 26th, 2013, 11:56)Sullla Wrote: novice Wrote:Tile swap suggestion: Is it possible to let Horse Feathers work that village it shares with AO, and let AO work the unworked village in its north?
Unfortunately, Horse Feathers needs 6 food to grow this turn, and it gets exactly +6 food with its current tile setup (working two grassland farms). We can grab the aforementioned grassland cottage from the capital next turn.
Skip the silk in Horse Feathers? Though we go to a marginal benefit then.
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I agree that if State Property is the long term goal, we shouldn't build many courthouses at all.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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