May 6th, 2014, 17:09
(This post was last modified: May 6th, 2014, 17:09 by Krill.)
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I think that we should perhaps put EP on dtay to see if he goes for HBR, but not that fussed.
I think that you are right about the borders.
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May 7th, 2014, 02:39
(This post was last modified: May 7th, 2014, 02:40 by novice.)
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I put the EPs on dtay, then.
I played turn 44 this morning, nothing much to report. There's dry rice north of our intended Whosit border city. I've yet to move the warrior on dtay's border, since I don't want to double move it through his zone of vision. (EDIT: I also want to see how dtay reacts to it.) So we can move it and end turn after dtay's played.
Where should we place the gold city? I'm thinking NW of gold, but AFAICT there are 4 plausible locations, including on the gold.
I have to run.
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If we want the dye worked it has to be W of gold. Only tile that gets fich and dye in 1 city. If don't want dye in that city, we need to change the dot map for the ivory, not possible to get the dye and ivory in a single city.
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(May 7th, 2014, 13:01)Krill Wrote: If we want the dye worked it has to be W of gold. Only tile that gets fich and dye in 1 city. If don't want dye in that city, we need to change the dot map for the ivory, not possible to get the dye and ivory in a single city.
I was thinking NW of gold and NW of crabs, so we claim the fish 2S of stone as well. Downside is we may lose that fish long term anyway, and we move two cities off hills.
I have to run.
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I think the stone is on a small island squeezed between three continents.
I have to run.
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I'm happy with cities 7 of the gold, 7 of the crab. There are then a couple of city locations for the ivory and the sheep area, but I'm wondering about how best to transition to those islands given our aims with dtay and Whosit.
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(May 7th, 2014, 13:14)novice Wrote: I think the stone is on a small island squeezed between three continents.
The more I look at the map the more I think "fuck the tech rate" and just want to spam settlers and military to hold the cities.
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City order:
3) Front city against Whosit. Hold here. Send 1 unit north to barb bust and watch to see if Whosit tries to plant there.
4) 7 of gold. 15 worker turns and 1 work boat to hook up 3 tiles. Must get a galley from here or DS
5) Copper city. Must get galley from here, size 1 granary first. Grow to 5. Build military ie spears between 2/3 pop whips.
6) dtay front city. Needs 2 workers due to roads Gook food and stack slave unhappy from size 2 as quickly as possible IMO.
7) Stone island. Central, block as many potential other city locations as possible.
8) Ivory. Somehwere.
Meanwhile, need to have built units to scout out the southern area because I'm not sure that is another persons continent any more. And if it isn't, then settling that area all by ourselves, plus good front cities is basically going to make this civ a front runner for sure. And simply growing pop onto cottages will help deal with tech problems.
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Two possible ways to move our warriors:
or
The northern one is unmoved this turn. The barb warrior is on the red x.
I have to run.
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