Turn 83
Long awaited T83.. These are the turns that one enjoys when it's still all about peaceful expansion
1. E & G popped borders and we finally have seafood and happy from whales has been immediately put to good use
2. I started a spearman in Flossie despite the fact that Azza does not have horses connected. Somehow I felt like it will be more useful long-term and we don't need another axe from there. Say if you want me to change it..
3. Greedy part of me is thinking about settling for those furs (on them or 1N).. Hmm... Barry is down to one city up in the north and we havent met pindicator yet.. I wonder if we could get away with it and add a luxury resource to our empire..
4. We turned tech on and broke 100 beakers per turn for the first time
5. Jelly Bean was founded. The city will work first two cottage turns and then borrow pigs from the capital. If you look closely you can find 4 unmoved workers, I'm considering chopping a granary immediately into the city. With avoid growth on T87 we can fill the granary before growing to size 2 and I'm leaning towards that. I'm going to check quickly other micro implications before actually deciding though.
6. The mountain in the upper left corner now has 50/50 culture between us and Azza. Azza's name is still on top so we probably won't get the tile until EOT84.
7. Our wounded barb spear is hanging next to Cornelius, we could kill it with 96 % odds, but well, why not improve the odds and wait that it comes down from that hill (I probably move an axe next to it on flat ground, last turn the spear skipped the fight as we had +75 % def bonus). I don't think we need to force a 2 XP battle here, but if you OH want, I'm fine with rolling the dice here.
8. Our capital uses its overflow from library and produces an axe, originally I was leaning towards barracks, but now that I played extra safely with that spear and have our axes in the east, I want an axe that can protect Hazelnut from barbs and fogbust southern tundra a bit.
9. Workers finished a WB chop at Izzy and the growth curve finally improves there. Now that we are going for Alphabet I'm slightly undecided whether we want to chop-whip granary or galley there next.
Fish resources make our food stat finally respectable again and cottages (+ of course turning tech on) are starting to do some work for our GNP as well:
Nobody has foreign trade routes yet (or there are even trades going), so we might be first ones to something in this game
Azza's power is respectable, but not especially scary:
As a bonus our victory and financial advisory screens:
Kind of surprisingly Azza's 5 cities are enough for most land of our neighbors. Monuments and inland cities are the explanation.
City maintenance attributes to more than half of our costs, sacrificial altars will surely do us some work in this game.
Ha! I doubt I'll ever witness the day when lurkers demand peaceful expansion and friendly relations!
- Barry will die...
- Maybe Jowy as well (I haven't paid enough attention to score changes to know for sure, but he can't have too many cities on board)
- Azza and Mardoc will start a hot war! (well, not really putting my money on it)
- Both Cheater Hater and Cyneheard won't accept our OB offer and boat us (again, I'm not really putting money on that)
- OH, THH & retep all demand blood, but I keep wussying out and we have Currency and Calendar or CoL by T103..
- We will hang around the 5th place in score
- Dtay will keep the first place in score thanks to his Oracle-related score and maybe also builds the Colossus (if he took standard MC and not something awesome) and leads the field for the next 50 turns
- Pyramids will fall, maybe MoM as well.
- Krill+Novice will be at least in TOP7 measured by score
- Parking plays way too many turns averaging 3.5 + lurker civ..
- There will be 2 interesting wars for lurkers and some minor conflicts (one involving a Parkin vs Parkin situation), but the game won't be such a mess as PB13 was at this phase
- Xenu starts a rage war
Hmm.. I guess that was not too interesting.. It's pretty difficult when you know so little about what's actually happening.. It might be a good thing, but civstats is much easier tool for recognizing conflicts and tracking score changes (I only check occasionally, e.g. when big wonders fall and pay some attention to our known neighbors).
Long awaited T83.. These are the turns that one enjoys when it's still all about peaceful expansion
1. E & G popped borders and we finally have seafood and happy from whales has been immediately put to good use
2. I started a spearman in Flossie despite the fact that Azza does not have horses connected. Somehow I felt like it will be more useful long-term and we don't need another axe from there. Say if you want me to change it..
3. Greedy part of me is thinking about settling for those furs (on them or 1N).. Hmm... Barry is down to one city up in the north and we havent met pindicator yet.. I wonder if we could get away with it and add a luxury resource to our empire..
4. We turned tech on and broke 100 beakers per turn for the first time
5. Jelly Bean was founded. The city will work first two cottage turns and then borrow pigs from the capital. If you look closely you can find 4 unmoved workers, I'm considering chopping a granary immediately into the city. With avoid growth on T87 we can fill the granary before growing to size 2 and I'm leaning towards that. I'm going to check quickly other micro implications before actually deciding though.
6. The mountain in the upper left corner now has 50/50 culture between us and Azza. Azza's name is still on top so we probably won't get the tile until EOT84.
7. Our wounded barb spear is hanging next to Cornelius, we could kill it with 96 % odds, but well, why not improve the odds and wait that it comes down from that hill (I probably move an axe next to it on flat ground, last turn the spear skipped the fight as we had +75 % def bonus). I don't think we need to force a 2 XP battle here, but if you OH want, I'm fine with rolling the dice here.
8. Our capital uses its overflow from library and produces an axe, originally I was leaning towards barracks, but now that I played extra safely with that spear and have our axes in the east, I want an axe that can protect Hazelnut from barbs and fogbust southern tundra a bit.
9. Workers finished a WB chop at Izzy and the growth curve finally improves there. Now that we are going for Alphabet I'm slightly undecided whether we want to chop-whip granary or galley there next.
Fish resources make our food stat finally respectable again and cottages (+ of course turning tech on) are starting to do some work for our GNP as well:
Nobody has foreign trade routes yet (or there are even trades going), so we might be first ones to something in this game
Azza's power is respectable, but not especially scary:
As a bonus our victory and financial advisory screens:
Kind of surprisingly Azza's 5 cities are enough for most land of our neighbors. Monuments and inland cities are the explanation.
City maintenance attributes to more than half of our costs, sacrificial altars will surely do us some work in this game.
(June 25th, 2014, 08:32)Ceiliazul Wrote: too easy! ahem:
Quote:I demand the blood of 2 azzan workers and a cheater hater fishnet.
Ha! I doubt I'll ever witness the day when lurkers demand peaceful expansion and friendly relations!
Quote:failing that, predictions for the next twenty turns, both global and regional. who dies, who will rise? and how many turns will Parkin be playing by t100?
- Barry will die...
- Maybe Jowy as well (I haven't paid enough attention to score changes to know for sure, but he can't have too many cities on board)
- Azza and Mardoc will start a hot war! (well, not really putting my money on it)
- Both Cheater Hater and Cyneheard won't accept our OB offer and boat us (again, I'm not really putting money on that)
- OH, THH & retep all demand blood, but I keep wussying out and we have Currency and Calendar or CoL by T103..
- We will hang around the 5th place in score
- Dtay will keep the first place in score thanks to his Oracle-related score and maybe also builds the Colossus (if he took standard MC and not something awesome) and leads the field for the next 50 turns
- Pyramids will fall, maybe MoM as well.
- Krill+Novice will be at least in TOP7 measured by score
- Parking plays way too many turns averaging 3.5 + lurker civ..
- There will be 2 interesting wars for lurkers and some minor conflicts (one involving a Parkin vs Parkin situation), but the game won't be such a mess as PB13 was at this phase
- Xenu starts a rage war
Hmm.. I guess that was not too interesting.. It's pretty difficult when you know so little about what's actually happening.. It might be a good thing, but civstats is much easier tool for recognizing conflicts and tracking score changes (I only check occasionally, e.g. when big wonders fall and pay some attention to our known neighbors).