Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] Scooticator and Pindooter give a sporting try

stick that is yet another spoiler signature. Really dude??
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Civ is crashing when I try to get into the game. I was able to start and load a few SP games without incident, so I think this is specific to this game. It will go through the transfer data to disk bar, but on the next Initializing screen doesn't go anywhere and crashes after doing nothing for a minute.

Really want to know where those horses are frown
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Turn 046

Horses!

[Image: pb13%20-%20turn046%20-%20horses.jpg]

More Horses!

[Image: pb13%20-%20turn046%20-%20more%20horses.jpg]

And more importantly, our horses!

[Image: pb13%20-%20turn046%20-%20even%20more%20horses.jpg]

I don't think it's enough to change our settler's direction, but I do want our warrior by Commodore to come down the coast and check it out now. That may be a better spot for city #4 if there's seafood by that cow.


Research is set on Sailing, but Masonry may be better. Thoughts?
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Settler finishes in 4 turns. So we could high-tail the archer NE and be in the area of the horse/cow by then. But we'd pretty much be committing to it if we did that. The warrior is 6 or 7 turns away, so too slow. (That also means Commodore is 6 or 7 tiles away from that spot.)
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I'm pretty sure we'd archer rush Commodore if you mean there's a chance we'd lose that spot. Anyway I don't think we need to settle the horse with the next settler, let's grab the stone for sure. I don't think we need Masonry just yet? How long do the techs take?
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Tech HBR? hammer

I'm like 85% joking.

I actually think Masonry before Sailing if we proceed settling as planned. Sailing next if we want to settle north.
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Sailing due in 8, Masonry in 6. Projected time to finish both is 12 turns.
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(August 30th, 2013, 10:35)scooter Wrote: Tech HBR? hammer

I'm like 85% joking.

I actually think Masonry before Sailing if we proceed settling as planned. Sailing next if we want to settle north.

I am starting to think the same. Sailing first is if we want to build a lighthouse and push nav galleys for circumnav. But i don't know if we can commit 80 to 130 hammers with Commodore so close. We'd either go light on military or delay city #4.

Scooter, if you can swap research to masonry i think i'm in favor

Edit: Those gems sure would speed up HBR, wouldn't they?
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(August 30th, 2013, 10:41)pindicator Wrote: I am starting to think the same. Sailing first is if we want to build a lighthouse and push nav galleys for circumnav. But i don't know if we can commit 80 to 130 hammers with Commodore so close. We'd either go light on military or delay city #4.

Agreed. Expansion, sufficient military, early galleys. Pick 2.


(August 30th, 2013, 10:41)pindicator Wrote: Scooter, if you can swap research to masonry i think i'm in favor

Will do.
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I'm tinkering with worker turns, and it looks like we need to make a choice.  Pick the least important of the following:

A) get city #3 up and running as quick as possible (fastest hookup for wheat farm & granary)
B) get MP warriors in before copper is hooked up
C) road copper
D) worker improvements at the capital (mined hill, cottaged grass)

I'm tempted to say "C" and just build an extra warrior / convert warriors into spears.  We can get a sentry net out with any extra warriors to take out barbarians & warn us about incoming british naval captains.
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