November 25th, 2014, 17:07
(This post was last modified: November 25th, 2014, 17:30 by AdrienIer.)
Posts: 6,256
Threads: 17
Joined: Jul 2014
I played the turn in a rush today because we were last to play and I had little time in front of me (I didn't want to wait for 2 more hours and delay everything). I think I made no mistakes (I checked every city to make sure we weren't using the wrong tiles) except that I didn't move the spear from EA. Will do it this turn. Currency is going to be in, with 2 overseas cities, so that'll boost our GNP by a lot.
Edit : I played the second turn, but with all this time on the clock you can always take a look at how things are. The spear is staying in EA till next turn because we get unhappiness without the military protection and there's an archer due then. 2 more cottages were built, and I sent the worker at Wembley to mine the forested hill, it's going to be a nice production city I think, so I think a barrack is best after the lighthouse. Also it gives us culture in a city with none. Settler in MCG due next turn, the worker in RB can camp the fur right as the city's done. Sorry for no screenshots but I need sleep so no time.
I think we can start expanding after we get a not-too-pathetic military, soon enough I guess. I'm not sure how best to build the Moai in SC, I put the overflow in them right now but I was considering overflowing from whips into it would be best, except it has too high of a production for that until we get IW.
November 26th, 2014, 17:44
Posts: 6,256
Threads: 17
Joined: Jul 2014
This is going to be a big update with a lot of info thrown out randomly, because I'm tired and there's a lot to say. And no time for more than screenshot unfortunately, that'll have to wait for a better day (tomorrow morning maybe).
East, the settler's ready to settle for the furs. It's a terrible city but we need the happiness. MCG started building an axeman. EA as well, not working scientists any more because it can grow this turn (losing some whip anger). SC's on a worker because we need more, 5 workers for 9 cities is not enough even if many are at their happy cap working improved tiles. We'll whip it next turn. The granary in SdF will be whipped next turn at 13/24 in the box, growing back on the wheat.
Foreign affairs now, Dreylin/OT4E have alphabet, should we OB them ? Not sure but maybe. For now I'm pulling back the WB towards the western island, there are 2 seafood waiting for a border pop. Gavagai converted to Judaism, HR and OR which gives us a good idea of his research path. He's close to Feudalism and Theology, mackoti will have noticed that so I doubt a chokonu attack is imminent against a foe with longbows. HAK has hooked sugar so calendar already. He has marble to his north along with gold and his copper source. Possible MoM ? Not sure, they're all unhooked currently.
More pressing news is GJ. He got currency last turn as well and he gets lots of commerce :
He's researching IW so we now have several research choices, I decided to put ourselves at max (meaning 70%) on masonry to 1t it and get some overflow, next we can either go for IW (get it at the same time as him), calendar (incense and sugar plus potential MoM), COL (bad idea, all our cities are under 4gpt in maintenance so it's pretty managable even without the cheap courthouses), construction for our UU, or the monarchy road to finally get us enough happiness to grow.
GJ's research is what made me go for the unit builds in pretty much all cities, I want axemen to counter his swords if he wants to attack even if a market in EA was tempting (+100% hammers and +1happy and +25% gold is nice).
Last thing I just noticed is that GJ gets 1 fish 1 clam 1 crab and 1 rice out of his island (only resources he has hooked I can't see on the map). Pretty food heavy then. But because he has only 1 copper and no IW the 5h tile at his capital has to be an event right ? (we do have them on for this game ?)
November 26th, 2014, 19:32
Posts: 2,893
Threads: 10
Joined: Aug 2014
Cool I jumped in to have a look. Went to play the turn when you were in actually.
First the granary I whipped this turn - best time is the turn before the bar is half full, as that is when it starts filling. I agree on more workers, and noticed that SC was gonna grow into unhappiness so put one there too. And I changed EA to a spear. It is more important to have a few of those than axes as we would get less warning of a numid invasion.
Finally I changed the chop in the sugar new city for a monument - we need the crabs, we can 2-1 whip happily all day with those.
Notice GJ has a lot of cities. I think he has a few cities there. Our island is pretty good on food too though. I think his commerce is a glut of wealth builds. It would explain the spike. Even 2 gold per city would not explain the sudden jump otherwise. Also yes the 1/5 tile must have been the tin mining event. Nice to get in the cap.
I would go for calendar next. We would get sugars straight away and incense shortly after. Note we can keep the sugar cottage as we have sugar from the other city settle.
November 27th, 2014, 04:38
Posts: 6,256
Threads: 17
Joined: Jul 2014
I wanted axes to defend against a possible swords rush in the near future, but maybe it's not that imminent. You're right, he's probably using his huge production to make up for his lack of commerce. Also IW could be just a push for compass and cothons.
New turn, I whipped SC to overflow into the moai, and put the chop from RB into the new San Siro, to 1 turn a monument there (without the fish it's utterly useless). Here are pictures of the empire :
November 27th, 2014, 05:11
Posts: 2,893
Threads: 10
Joined: Aug 2014
Cool. I think We should change RB to a worker/settler this turn to whip the non improved tiles away the turn after
November 27th, 2014, 05:22
Posts: 6,256
Threads: 17
Joined: Jul 2014
Done, worker whipped for 2 pop next turn in RB.
November 27th, 2014, 17:02
Posts: 6,256
Threads: 17
Joined: Jul 2014
Summary :
T91, confucianism is founded in a distant land.
T92, this :
Also mackoti did take the MoM.
We'll triple whip the cap next turn for a market, that way when the furs come in we'll have a nice happy cap there.
November 28th, 2014, 16:50
Posts: 6,256
Threads: 17
Joined: Jul 2014
Houston we have a problem.
I got back home a few hours ago, noticed that we were last to play (first mistake on my part there, there was Furungy left as well) so rushed the turn before leaving again. I was certain there was nothing important, I checked the builds in every city but apparently forgot to check Stade de France where I was supposed to put hammers into an archer to emergency-whip it in case the barbarian warrior won the 10% battle. I could have also moved the warrior back into the city as I should have in the first place, but somehow I didn't double check the situation there. Apparently another barb warrior had appeared too, but somehow I missed that as well (I probably just didn't check the city at all). None of this would have mattered if we had won the 90% battle against the first barb warrior, which we sadly didn't. Also the second barb warrior moved towards us, so I had two choices this turn : either whip a scout (1 vs 1.04 52hp on a hill is a likely win) or pillage the copper to whip a warrior. I think overall it was best to whip the scout to keep building axes and spears in the rest of the empire. We'll probably keep the city next turn but the scout will be no match for the full health warrior if he choses to go for the city directly. We can always use the worker as a bait if we want to.
What's particularly annoying is that the rest of the empire is in good shape, we're getting furs soon and we're mining the second silver. Here's our WB's little exploration in the west, strange that the Colossus isn't in Rhodes...
I vow to never again rush a turn, half asleep on a friday evening, for whatever reason. Sorry for this major mistake...
November 28th, 2014, 17:40
Posts: 2,893
Threads: 10
Joined: Aug 2014
Ah it happens. I personally would have pillaged the copper most likely given there are 2 barb warriors. However we can probably overflow into another scout next turn? The city won't be razed at least, but over 2 captures will lose the monument and likely the granary. But major faff. Odds would have been pretty much the same In the city on defence. When does the culture pop btw? That might help us. Leave the worker ATM and see what happens at the turn roll really.
November 28th, 2014, 23:31
Posts: 2,893
Threads: 10
Joined: Aug 2014
Going by civstats we lost the city... Try not to rush turns in the future. We haven't needed a pause yet, no need to cause ourselves setbacks to pick up the pace by a few hours.
|