Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[Spoilers] Ceterum Peter censet Carthaginem fore triumphatrix - Adrien + Miguelito

Is the spear necessary? Someone wrote in a PB23 (?, can't check causeon phone) thread that barb chariots don't exist and he had a civfanatics post to prove it. Have you ever seen one? I'd rather get an axe to settle the gems before building a spear that probably ian't needed. As yet there have only been barb warriors btw.
Another issue: after unloading the second worker on the mainland I think there are no transport duties for some turns (at least till copper is connected), so we could scout the waterway that starts in tos a little.
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I've never seen a barbarian chariot,
And I never hope to see one.
But I can tell you this for sure,
I'd rather see than be one.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Ok thanks Commodore axe it is then.
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played, report in the afternoon
there's stony news!
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(February 17th, 2015, 02:18)Miguelito Wrote: there's stony news!

Yes ! Mids ? Great Wall on the mainland ? Yeeees !
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(February 16th, 2015, 17:50)Commodore Wrote: I've never seen a barbarian chariot,
And I never hope to see one.
But I can tell you this for sure,
I'd rather see than be one.

There was once a player on RB,
who would rush every neighbour he'd see.
His victims would cry:
that Commodore guy
is like a barb chariot on turn twentee!



So here is the promised turn report:

I scouted the other possible gems spot:


I like cyan most. Crab is alittle better than dry wheat here I think, as then the workers can start getting the gems online right away after founding. The rice would help an otherwise food scarce city. The problem is that, together with another projected plant (see below), we would orphan the silk/leave it to a rather crappy filler. Red would get the silk, but would have just the crabs for food if there isn't something hidden 1 from bananas (don't think so). Both have the benefit of being close to TOS, so we get a more compact colony than with yellow.

Now the big news. After scouting that hill, I decided it was safe and worthwile to also move the warrior that had avenged our scout and since was watching around from his hill:


I'd like to found a corn-sharing city right where our warrior is. The question is if that's possible without IW? I think I had problems founding on jungle before, but I right-clicked the tile with our settler and it would show the orange-shaded big square that appears for legal city spots.
I'll try to get onto that hills where the barb warrior appeared eot for a little more scouting, however I don't want him to pass towards TOS.

Our next city will be founded next turn:


Afterwards I think it's going to be gems -> stone -> marble or something beautiful we might discover on the western mainland coast.

demos:


we whipped 3 pop during the last two turns. Population tells that story.

AdrienIer Wrote:Yes ! Mids ? Great Wall on the mainland ? Yeeees !
That might be a good opportunity to discuss wonders.
-I think there are three wonders that we want badly: Mids, MoM and TGL (the latter not that badly). Mids and MoM will be contested heavily, but at least we can get both resources in time. With resources, it's 8 math forests for mids and 7 for MoM. We have not scouted a site close to that, but that should hold for our competitors as well. But a good production site seems necessary. The capital could be that, with various minable hills, 4 BFC forests and 2 3rd ring forests. Yes, I think that's our mids spot (I may have to rethink my plan to get a great scientist there). GD could build moai meanwhile and would be really strong on hammers for MoM, but it has only one forest. I don't see a stronger option right now. I've also been thinking about tech, and even if we don't get Polytheism I don't think CoL is a priority before Calendar. There are 2 Org civs with an interest in courthouses, and we still can bulb Philo if we want a religion. The question is actually if we go Calendar before Currency. By the time we have the choice, we should have 2-3 calendar resources within borders (dyes and bananas, silk possibly). TGL would be built in the Academy capital ideally.
-Other wonders of interest are: Great Wall (hardly to be considered a wonder actually; with stone it costs less than a library, or alittle more than 2 axes), ToA, SoZ (if we find ivory), Paya (if we find gold), HG ?. By any means we should not try to build them all, or soon, as we would fall short on settlers. So I expect us to lose SoZ and HG, the others may be an option if we feel we are getting along well with expansion.


All in all, it could have been a nice turn, had I not comitted a big and very stupid mistake, which I blame morning hurry on. Who can spot it in the shots?
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Farming what should be a capital cottage tile? mischief

Founding on jungle is valid no matter the tech level, no worries there.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Red or cyan are fine city sites. Have you considered 1N of silk as a filler city ? It shares the corn and has 5 forests in the BFC for a possible wonderbuild.
I can't spot the mistake you made, except that I would have sent the warrior to cyan dot instead of red dot. Or maybe the galley shouldn't be so far south ? Last possibility I see is staying at 0% research, but IDK how much we're losing at 100%
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turn played, report later. A couple of interesting scouting news which don't affect us short-term however.

(February 17th, 2015, 17:17)Commodore Wrote: Farming what should be a capital cottage tile? mischief

Founding on jungle is valid no matter the tech level, no worries there.

Thanks for the clarification. That 2 farm turns are from the very early game when we could not build roads yet and I did not want to lose worker turns. I was never expecting to finish that farm and right now we're cottaging over it, but at that time I wanted to play optimal rolleye, a concept i've been abandoning lately (see below). What I learned from it is that Wheel start is good.


(February 17th, 2015, 17:30)AdrienIer Wrote: Red or cyan are fine city sites. Have you considered 1N of silk as a filler city ? It shares the corn and has 5 forests in the BFC for a possible wonderbuild.
I can't spot the mistake you made, except that I would have sent the warrior to cyan dot instead of red dot. Or maybe the galley shouldn't be so far south ? Last possibility I see is staying at 0% research, but IDK how much we're losing at 100%

1N of silk is actually the only legal spot that gets the silk if we settle cyan and the stone. I was intending to settle it eventually, but don't know if it's a good MoM site, as after the chops we'd still need 50 raw hammers. We could build two mines, but that's it.
My error was in fact leaving research at 0%. After settling the new city we are on -10 at 100% yikes, so it might've been necessary even. This turn I noticed another grotesque mistake of mine. We've been cottaging the wrong FP (the one outside capital BFC) for 2 turns bangheadbangheadbanghead. Well, that's a couple of beakers lost, nothin g we could do about it. Changed the worker to the correct tile. I'll try to be more focused in the future.
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Double whip isn't efficient but could be necessary.
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