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Dhal lost a size 1 city turn 88, while BGN, Ruff, and TBS were logged in.
I have to run.
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And cheater hater lost another 8 score points. Looks like Whosit is razing the cities? What do the diplo screens show?
I have to run.
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Whosit cities. He has 7 cities total.
Ruff has 6 cities.
CH has 7 cities, and obviuosly no trade route.
Make 103bpt. Might just make maths eot T94. Plako is still scouting the island. We drop off the warrior next turn. Considering city 998 of Gods End.
2 pop whip T94 if commerce allows due to Maths eta.
Settler eot T95. Goes wherever. Can regrow to size 5 T93, delays settler to eot T96. Don't care. Spear has decayed to 0 hammers. Not concerned.
2 pop whip T94, same caveat, unhappiness disappears eot. Wanted scout last turn to move and drop off on south island.
Workbioat for Cf clam, settler from T91, 2 pop whip T95.
Whip Settler T90. Dump overflow into worker. Regrow to size 4 eot T94, query 2 pop whip worker T95 or worker T98.
Worker 10. Do not whip. Chop forests for granary T98-ish?
Who gives a shit.
Explained last turn, grow every 2 turns util size 6. Consider 2 pop whipping worker. Would be possible on T92 if work forest T91.
Grow to size 3 then finish granary, or delay growth and get granary at size 2? Due to work boat coming T93 might as well grow to size 3 eot T93 then just work everything and get the granary eot T96 with 1 chop.
Again, doesn't matter, just dump a math chop in before T97.
dtay has about 25% more pop than we do. We have 37, so he has at most 9 pop more. Manageable.
Shit military, but still 13th in the world. note no axes. Not necessary with bowmen.
novice, I think a few more bowmen is fine. We need them just to garrison cities for MP. I intend to get 2, from OT and Ec (potentially from whip overflow?) then just build them another few whilst regrowing. Just need numbers to cover the islands.
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Lots of religion info on the score board, and I notice we have trade connections with many unmet civs. Judaism is going to be a beast.
Maybe Avignon is on an island and North Island is rightfully ours.
I have to run.
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Maybe but I kind of doubt it.
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novice, I've been thinking, I want to shuffle over the next 2 settlers (after the one from RC) to the south island, and settle them to block Ruff from settling on the coast. We can settle for the deer/overlapping crab first and then run the other settler down. Shuffle over 2 workers to get some roads down as well.
Thoughts?
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Sounds logical. When do we slot in whales and God's End though? I guess whales can wait a bit if we land the mids.
I have to run.
July 4th, 2014, 14:04
(This post was last modified: July 4th, 2014, 14:04 by Krill.)
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novice we have 5 settlers under production, due between eot T90 and T95. Plus the two workers from Ec and FP (I think we want to get that worker from Ec for 2 pop, Ec needs a lot of worker attention). That's 1 settler for noth island, 2 for south island, leaving 2 that we can throw at whales, GE or north island. But TBH I think we have a real problem with Whales: where do we get the work boats and military for it from? We're about to neither FR by whipping it to size 3, and it will need a work boat for it's own clams, because we kinda have to give the deer to Ec after Mids to grow it huge. So I'm not sure we want to get Whales just yet...? Gods End can be done with just about any of the settlers though.
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novice need you in chat now.
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July 4th, 2014, 18:05
(This post was last modified: July 4th, 2014, 18:06 by Krill.)
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Plako pissed me off this turn. We've discussed ceding him the island, and that is easy enough to get over, but his city location fucks of GE too much. I expect we go either maths>Currency or Math>HBR and wipe that city off the map. HBR has a lot going for it, really, if we have the hammers for HA.
I unloaded the warrior on the signed tile. Nothing special to see.
novice, some micro for a 5 worker chop where last forest is chopped T96 (deer). I don't see how we will be in a good position to whip Mids and shave off more than 1 turn from the build time. Also I just noticed workers 5 and 7 are mixed up, the plains forest should be chopped by the mining worker. I think I do not wishi to whip Mids.
You can see I'm drawing spears back from the Whosit front. I think we need them against Ruff more. I also changed Ec to a spear, to 2 pop whip it T92 and then overflow out the bowman the turn after. Both units I think we need to send to Ruff as well.
Colossus fell. dtay?
Same power as Plako.
Some micro. Keep 1 worker to finish chop, and pasture sheep, other worker move to KM to road to GE, or to move to south island.
We can have city 11 settled T96, and second, souther city T98-T99 depending on positioning. A2 can be settled around T98 as well. I am moving both galleys down here because we need transfer links in 2 locations and we have so much material to move over.
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