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[SPOILERS!] Grimace and wetbandit hope to stay on their side of the DMZ

Turn 58 - Turn 60

There hasn't been much to report, so I haven't reported. smile

Current status:
- Nevada build on the grassland hill on the island. It's building a monument and working the deer until the workboat gets the fish next turn. It was both a good thing and a bad -- we got +4 commerce from trade routes in all our other cities (and a +2 trade route in Nevada), but our maintenance went up by 4 as well.
- Which forced me to lower the slider to 80% so that we could finish Masonry this turn, because
- Yamato will finish its lighthouse this turn, and I want to go straight into building the GLH. I pre-chopped the two forests near Yamato and 1-pop whipped the Lighthouse this turn. Because it was 1 turn from growth it'll grow back immediately, and I think we have a shot at it.
- Big E finished its axe, which is currently sitting in the city, and started on a Settler (as it hit size 3 this turn). It took the corn back from Bismarck, and will have another settler in 7 turns.
- Bismarck took the rice back from PoW, and will produce a worker in 2 turns (at the same time it would have with the corn, just less overflow).
- PoW is now working a grassland forest, but a worker is currently farming a riverside grassland to help with growth. It will also irrigate the rice when we get Civil Service.
- I used the galley to explore a little bit directly north, and found whales and not much else.



So that's the state of the our empire.

We also got demos on Whosit. We're ahead of him in GNP and Prod, he's ahead of us in Food and Power. I shuffled our EPs to work on getting demos on Elum. I also noticed that it looks like Elum is in contact with someone else (not Whosit), though I can't tell if Whosit is in contact with anyone else.
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Took a peek:

I think we might be better off growing another pop in E before a settler. I don't know what your sims look like, but there are a lot of good tiles to work there and size 4 is only 3 turns. Maybe Bismarck makes a settler after it grows to 4?

The workers around silver city should be finishing that farm to give that city a tile to grow.

The demos didn't look too great, but that's largely a function of our low pop. Which also isn't good, obviously, but we could stand to grow a bit. Someone has 56 CY? yikes

Save gold and then AH?
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(December 24th, 2014, 12:58)wetbandit Wrote: I think we might be better off growing another pop in E before a settler. I don't know what your sims look like, but there are a lot of good tiles to work there and size 4 is only 3 turns. Maybe Bismarck makes a settler after it grows to 4?

You think throw a granary into the queue for E then? I wanted to get one more settler out fairly quickly to claim the gold, but it shouldn't hurt to wait a little bit.

(December 24th, 2014, 12:58)wetbandit Wrote: The workers around silver city should be finishing that farm to give that city a tile to grow.

Aye aye.

(December 24th, 2014, 12:58)wetbandit Wrote: The demos didn't look too great, but that's largely a function of our low pop. Which also isn't good, obviously, but we could stand to grow a bit. Someone has 56 CY? yikes

Save gold and then AH?

I think right now we have more cities than anyone else (I think one other team has 4 cities; I've been trying to keep track of city planting), so that's partly why we're so low on everything. We've been sacrificing vertical growth for horizontal growth, and long term it'll balance out. Just means we're slow to start. whip
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A few turns into the granary while we grow and also move from the mine to a cottage.

If we're tops in the city count, that's encouraging. We likely have the only island city as well. Obviously, the CY will go up by 8 next turn when Yamato works the sheep, its lighthouse is complete, and the fish is netted for the Nevada, so that is reassuring. I'm assuming you're growing onto the sheep in Nevada for that purpose.

The barbs were kind enough to spawn a spear on the frontier for the axe. lol
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Turns 61 & 62

Bismarck finished the worker and I set it to build a Monument while it grows. We'll need to be at 0% science for 3 turns, then we can go to 100% for 3 turns, so we'll have AH in 6 turns total. That may change if/when PoW can work the Silver.

Nothing else particularly interesting to report. Big E will grow to size 4 next turn -- do we keep letting it grow (it can max out at size 6) or build another settler?
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Turns 63 & 64

Galley has done some exploring up north:


That island in the middle is terrible, though I guess you could make a city out of the sheep and clams.

Should the galley keep exploring? Or head back home? Don't think we'll need any more islands for a little bit, but I don't like to stray too far in case he's needed. Maybe finish exploring over towards Whosit where the fishing boat turned back?

Big E grew to size 4 this turn and is working the pigs, corn, and two riverside cottages. It'll grow to size 5 in 3 turns if we let it, or we can switch to a settler, work the mines, and get it out in 7 turns. I'm inclined to let it grow to 5 myself, then maybe do a 2-pop whip on a settler.

PoW grew to size 2 and is working a farm and the silver. That slows growth (only 1 net food now), but it bumped our income from 22gpt to 28gpt. We can switch off next turn if we want as AH takes 3 turns either way to let it grow a little faster. I'm holding off on chopping the forests into the GLH until we get closer to completion because I don't want to chop early and miss out on it. Does that sound good to you? Or do you think it's worth it to chop earlier? Elum/Mack have crazy GNP...this is a little scary:


We're about on par with Whosit without working the silver, but even with the silver we're way lower than them. They must have multiple gold/silver near their core to get those kinds of numbers because they can't have mature cottages yet.
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The drive back wiped me out so I'll have something better to say in the morning. Quickly on the gnp, don't they have Stonehenge? Culture is part of gnp. If so, that explains the gnp bump somewhat.
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Yes, they have Stonehenge, so that would make sense. I didn't think it would have such a strong effect, though.
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Galley: Send him back, galley is still useful to us as more than a deep scouting unit.

Bismarck: Monument there is strange I think. Barracks or granary makes more sense IMO. To that end though, grow it to size 4 with the corn after E hits size 5, then we can 2-pop whip a settler from there.

Nevada: Whip the monument after it hits size 2, can overflow that into a WB for the clams. Is this the plan? Worker will have the deer improved by the time it regrows.

GLH: are those forests chopped?
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(December 27th, 2014, 12:52)wetbandit Wrote: Galley: Send him back, galley is still useful to us as more than a deep scouting unit.

Yeah, I think I was going to do that next turn. Not much more worth seeing up there right now. That little 1-tile island is a little more worthwhile now since it will have whales. Might be worth settling it a little sooner.

(December 27th, 2014, 12:52)wetbandit Wrote: Bismarck: Monument there is strange I think. Barracks or granary makes more sense IMO. To that end though, grow it to size 4 with the corn after E hits size 5, then we can 2-pop whip a settler from there.

I was actually doing this to get Bismarck access to more riverside tiles, including a nice little already-built hamlet (for 3c). I was going to 1-pop whip it and put the overflow into an axe, then build a granary.

(December 27th, 2014, 12:52)wetbandit Wrote: Nevada: Whip the monument after it hits size 2, can overflow that into a WB for the clams. Is this the plan? Worker will have the deer improved by the time it regrows.

Yep, that was the plan. Monument, WB, then Granary, then Lighthouse, probably whipping the granary at size 4 and overflowing into the LH.

(December 27th, 2014, 12:52)wetbandit Wrote: GLH: are those forests chopped?

Pre-chopped, yes. Both forests have 1t left to chop them.
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