February 9th, 2015, 13:18
Posts: 7,750
Threads: 37
Joined: Jan 2006
(February 9th, 2015, 11:37)ipecac Wrote: Transport Plan for the South:
This turn (T115) galley stays put. T116 warrior and worker 100 offload SW, galley moves 2NW. T117 Worker 110 hops on galley, galley moves back 2SE. T118 galley moves 1S to unload Worker 110 on furs, and then probably 1N in preparation for more transport.
Alternatively:
t115: move the Galley 1S
t116: Worker & Warrior onto Furs, Galley 2NW
t117: Galley 1N, load Worker, 1SE
t118: Galley SE, (can pick up unit from Smurf) S, drop Worker on Furs
The t117 move N is only needed if we don't have a road on the Mine 1S of Keystone, which I can't tell from my screenshots. This gains us 1wt on the Furs, as under the original plan the Worker needs to move 1S onto them.
Of course this is probably moot, since you're now asleep and the turn will roll before I am able to log in to make a change....
February 9th, 2015, 22:06
Posts: 7,750
Threads: 37
Joined: Jan 2006
Well turn rolled, so we did miss that boat and are back to the original plan.
Played most of this turn. Here's today's view of Barbstralia:
So how does that Corn affect our settling plans?
Plus that's a very nice Village at Barb city #2 ... I suggest we put the Axe on that next turn and we can pillage if we need extra gold.
I left the Settler unmoved - I didn't think we were planning to found next turn, and we can't cover with anything (low chance of Chariot from the city).
Also, KJ wouldn't let us whip the Moai this turn - I guess it's the Wonder limiter? I've run through all the cities but that one is left.
So back to that Corn ... do we want to plant the city SW where the Axe is? That means we almost have to Fort the Grasshill we had thought about planting on in order to allow vessel transit. And we also have to wait on the Furs - do we have a Missionary scheduled?
February 10th, 2015, 00:11
(This post was last modified: February 10th, 2015, 00:13 by ipecac.)
Posts: 2,698
Threads: 14
Joined: Apr 2011
(February 9th, 2015, 22:06)Dreylin Wrote: Played most of this turn. Here's today's view of Barbstralia:
A Barb Village?! Very nice.
Quote:So how does that Corn affect our settling plans?
Our current plan blocks it off (unless we settle a crappy city 1NW of it. ).
Quote:Plus that's a very nice Village at Barb city #2 ... I suggest we put the Axe on that next turn and we can pillage if we need extra gold.
Agree.
Quote:I left the Settler unmoved - I didn't think we were planning to found next turn, and we can't cover with anything (low chance of Chariot from the city)...
Barbs don't have chariots. Forward! Manifest Destiny!
Quote:So back to that Corn ... do we want to plant the city SW where the Axe is? That means we almost have to Fort the Grasshill we had thought about planting on in order to allow vessel transit. And we also have to wait on the Furs - do we have a Missionary scheduled?
I think so. We have to fort somewhere anyway. We don't have a Missionary schedule.
Quote:Also, KJ wouldn't let us whip the Moai this turn - I guess it's the Wonder limiter?
Of course Okay, we'll kill two birds with one stone by double whipping Missionaries into Moai.
I can play the turn tonight.
February 10th, 2015, 10:07
Posts: 7,750
Threads: 37
Joined: Jan 2006
I think you're right, we have to settle for the Corn. Long-term we'll want a Fort on that hill to allow us to transit our fleet, but short-term we can probably Mine it - although we may not need to as we have some decent hammer tiles here as-is.
In which case the landed Worker probably moves to the Furs and then Roads it and the following Worker is offloaded onto the hill and roads that. Then they can both move to the Corn and Farm.
I think the Axe moves into the Forest next turn and we consider whether to duck it into the Barb city's border to see the Garrison. We should get a decent idea when we move the other Axe onto the village - key will be Archers verses Warriors.
That we haven't researched Archery suggests Warriors ... I've been thinking though that Archery would be good to grab soon so that we can build some cheaper defenders for our numerous borders!
Good idea about whipping Missionaries into Moai at KJ - once that's in place, I think we want to turn that into a Naval pump and get a second Galley and at least one Trireme in the area.
If we get to a point where most of our builds are units and we need to save some money, we can switch out of OrgRel for a civics cycle and save ~5gpt going back into Paganism (or whatever the base civic is). Not sure whether that's going to happen though since we're building starting buildings in a lot of places.
Oh, I moved AP's Galley into the trench; I figured it would be faster to transfer that Worker back to the AP/2.5" area by boat than around the long way!
February 10th, 2015, 10:39
Posts: 2,698
Threads: 14
Joined: Apr 2011
(February 10th, 2015, 10:07)Dreylin Wrote: I think you're right, we have to settle for the Corn. Long-term we'll want a Fort on that hill to allow us to transit our fleet, but short-term we can probably Mine it - although we may not need to as we have some decent hammer tiles here as-is.
In which case the landed Worker probably moves to the Furs and then Roads it and the following Worker is offloaded onto the hill and roads that. Then they can both move to the Corn and Farm.
I think the Axe moves into the Forest next turn and we consider whether to duck it into the Barb city's border to see the Garrison. We should get a decent idea when we move the other Axe onto the village - key will be Archers verses Warriors...
Good idea about whipping Missionaries into Moai at KJ - once that's in place, I think we want to turn that into a Naval pump and get a second Galley and at least one Trireme in the area.
If we get to a point where most of our builds are units and we need to save some money, we can switch out of OrgRel for a civics cycle and save ~5gpt going back into Paganism (or whatever the base civic is). Not sure whether that's going to happen though since we're building starting buildings in a lot of places.
Quote:That we haven't researched Archery suggests Warriors ... I've been thinking though that Archery would be good to grab soon so that we can build some cheaper defenders for our numerous borders!
We need to decide on our next step after Currency. It would really depend if Elum is going to go Construction after HBR, which would probably mean that we have to follow suit.
Quote:Oh, I moved AP's Galley into the trench; I figured it would be faster to transfer that Worker back to the AP/2.5" area by boat than around the long way!
It certainly would. In this map waterways will almost be as crucial as roads, at least on our side of the continent.
February 10th, 2015, 11:00
Posts: 7,750
Threads: 37
Joined: Jan 2006
(February 10th, 2015, 10:39)ipecac Wrote: (February 10th, 2015, 10:07)Dreylin Wrote: That we haven't researched Archery suggests Warriors ... I've been thinking though that Archery would be good to grab soon so that we can build some cheaper defenders for our numerous borders! We need to decide on our next step after Currency. It would really depend if Elum is going to go Construction after HBR, which would probably mean that we have to follow suit.
We probably shouldn't save gold on Construction, but it's got to be high up as next tech. Monarchy is also high on the list as it's +2 happy minimum everywhere - more in key places - and we can probably trade our additional Wines for other happies (or just get really drunk!). Calendar OTOH only gives us 2 resources - Incense and Sugar (if we settle on it), so I don't think there's urgency on that. IMO we could do with Archery sooner rather than later to give us cheaper defense / MP units - if the Barbs already have Archers, there's no reason for us to delay. CoL is the economic option I guess, but requires a big investment in hammers to create the cost savings, and I doubt we can afford that right now. Of course it also leads to CS and Bureaucracy. Theology would be nice if we could afford it - 2.5" has lots of forests left that could go into the AP, and we already have Temples in many spots.
My suggestion is to save Gold on Archery and then we can commit to a target once we know where the wind is blowing.
February 10th, 2015, 11:59
(This post was last modified: February 10th, 2015, 11:59 by Ruff_Hi.)
Posts: 6,126
Threads: 130
Joined: Apr 2006
(February 10th, 2015, 11:00)Dreylin Wrote: or just get really drunk!
I'll get the glasses.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
February 10th, 2015, 22:10
Posts: 7,750
Threads: 37
Joined: Jan 2006
t117 played.
And we have Warriors:
February 10th, 2015, 23:31
Posts: 2,698
Threads: 14
Joined: Apr 2011
(February 10th, 2015, 22:10)Dreylin Wrote: t117 played.
And we have Warriors:
Popped in to take a quick look this morning. The main issue is that Elum can now see our Axe; he may attempt to steal our city kill or kill our Axe
Our costs went up by 5 gold again. I suggest we pillage since it's a plains village while we wait for troops from the mainland to take and secure the city.
February 10th, 2015, 23:52
(This post was last modified: February 10th, 2015, 23:53 by Dreylin.)
Posts: 7,750
Threads: 37
Joined: Jan 2006
I'm pretty certain that when I checked, those showed up as Grimace's borders to the West of that city, not Elum. But, point is valid if he's looking, and he'll see the Warriors getting killed when we attack anyway.
Not certain whether I agree about pillaging that Village, but I don't know if we'd want to keep that city if we took it either. From a defensibility standpoint it's not ideal as a first city in the area; ideally we'd have one N of the Mine?) and another to the NW before we took/planted in that area. Maybe we pillage the Village off and then burn it down?
I put the Chariot on the Galley this turn, so it can land with the second Worker. I think our priority should be to secure the Eastern part of the landmass - starting with the other city - and then progress Westward. We should have the backup to do so.
Edit: checked the resources and Adrien is still absent both Horses and Iron. Elum, however, has both.
|