Ah, ok, got it.
[SPOILERS] Scooticator and Pindooter give a sporting try
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Seriously bummed that you're trying to put the kibosh on my Attack Mackoti plan yet again
Suffer Game Sicko
Dodo Tier Player (January 27th, 2014, 21:55)pindicator Wrote: Seriously bummed that you're trying to put the kibosh on my Attack Mackoti plan yet again I think it's more like mackoti knows about the plan because he's a smart guy, and HE'S trying to put the kibosh on it. I definitely don't exist to ruin fun. That's Noble's job.
I feel I should clarify. I think we should threaten mack a bit and force him to commit resources into defending against us. I just think he'll do it, and I don't want to lose a stack of Galleons full of Zerks to a stack of Frigates, which he'll probably have before we can get into his culture with 6-8 Galleons, especially if the alternative is easily lifting a dozen cities off Black Sword while he's distracted with dtay with those same units.
Turn 166
Went ahead and ended turn. I need to keep this brief, so let's just look at 3 cities. Love this city. It's been doing this for awhile now. At some point it'll be a 2T Zerk, but it's been 1T'ing them out for, I dunno, a half dozen turns in a row now? Pretty nice boost since we're pushing economic stuff so hard right now. Dedicated military pumps are so useful. Pindicator - I grabbed the seafood from Packers in exchange for a couple of the grass farms since Lions was 1F short of growing, and Packers was definitely not. And we can always use the extra food here since we'll need it when we go into great person generation mode shortly. Change doesn't affect National Epic since there's no difference in hammers between the two configs (seafood + coast in exchange for 2 farms). Colts just finished University and something else, and it's already a hammer monster at size 8 with 0 Caste workshops. Initially I was thinking barracks here, but we're starting to pile up specialists in Na Core because of tiles that need to be improved, and this city can churn out 2T workers in this config, so we should definitely build a couple before switching back to infra and eventually military. I think build path here is something like worker-worker-barracks-stable then a mix of 2-movers and defensive units for a bit while we grow it up to a size where it can work all its mines and a plains workshop. Should be a monster late-game. Pindcator: I think I mentioned this via chat, but the weird Trailblazers config is so we can get that bank in 2T - the turn where we'll probably shut off science for a turn. Definitely worth not working the town for 2T.
I would probably work the mine over the lake in Colts while building a worker...
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
Yeah, totally okay with giving Lions all the food. I'm going to give it the farms once we start hiring specialists there.
Or we could just build a few cheap wonders (Chichen Itza?) first
Suffer Game Sicko
Dodo Tier Player
Checked a few things at lunch.
Power graphs don't update until next turn unfortunately, but this is why I'm not too optimistic about Old Harry getting too far. Mack has way more power. Also look at that dtay build-up. That's what consistent drafting every turn will do. So we have 3 options for that filler settler, none of which are amazing: Got a preference? That Wheat one is the worst in terms of food output, but it does have the most tiles ready to help it out. I dunno, I really don't have a strong preference here. |