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Red spot is good, very practical. Blue one is nearly like war declaration. I'm not saying it's bad, cause it gives tactical options, but it's just broadcasting "there will be a war between us" message. As wetbandit said, it needs to be backed with units immediatelly and chariots present little value, since we saw some spears already.
A little more conservative is the hill between the cow and the copper, but I'm not sure if it is valid long. In OT4E's position I would settle 1E of copper asap. It sets the border and it seems the only option for him to split some food from Nuevo Cuzco.
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That's funny - I thought blue was more defensible and less likely to provoke war - it won't steal tiles from Nuevo Cuzco and the peaks prevent a diagonal attack...
I doubt ot4e would go for 1E of copper - it's more vulnerable without a hill. I like blue for him too, but that may just be my bias. I hope he has some back-fill sites that he'll prioritize, but I won't tilt if he does settle here - what I really fear is a force of axes landing near our gold city.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
March 31st, 2016, 04:11
(This post was last modified: March 31st, 2016, 04:11 by ipecac.)
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Whoops, forgot to comment on the dotmap:
I think we need to take blue before he does. We don't want a grudgematch but we can't just give up all good ground because of that. He took Ainu so should be more accommodating to blue than otherwise.
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(March 31st, 2016, 03:40)Old Harry Wrote: I thought blue was more defensible and less likely to provoke war
I think Haram and I agree in principle on blue dot. It's almost a declaration, or at least we (haram and I) would see it that way if we were Ot4E. Despite that, it is very defensible.
I don't think the hill between cow and copper is any less provocative to OT4E so I would favor blue dot for its better defensive options. Cow/Copper would invite an attack from him more imo, so in some sense, blue dot is less likely to start a war if we arrive with a force able to defend it.
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Turn 97
4.6/6 C1 Vulture vs Warrior 91%... WIN! (2 hits)
57 Gold, no buildings and three turns of revolt. A work boat will arrive at the clams just as borders pop and until that point it can use the wheat while Scooter builds a settler.
We discover another OT4E city. I think there is a big mass of land to the SE of here, so perhaps that's where he's based. Note the highlighted Settler - he's not bothering with backfilling just yet . There is also a Sword SW of Jungle Juggler so lets keep up the military builds.
I think the workboat should head NE-E to try to contact Comotay ASAP, then either circle down to investigate OT4E or carry on to try for circumnav again?
Demos should cheer the mood of anyone worried about our new neighbour. REM signed OBs with TBS - is that why our export/import value skyrocketed or is it that Commodore's work boat is blockading his trade routes?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
March 31st, 2016, 18:32
(This post was last modified: March 31st, 2016, 18:33 by Old Harry.)
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Turn 98
Currency doesn't improve our economy hugely - we just added ten internal 1C routes thus far, so I offered Pindicator OBs for Spices. He probably won't accept, but I might haggle with a GPT amount.
Not a lot happening otherwise, so I did some GNP scrying and these are the results (excluding Mack and 2metra as we haven't met them yet).
nothing selected - 104
myst - 112 - REM, OT4E, someone else (+Mack and 2metra started with it)
CoL - 133 - no-one we know
Aesth - 133 - no-one we know
Arch - 138 - Pindi and ?
HBR - 133 - no-one we know
Iron - 135 - OT4E
MC - 135 - Commodore
Construction - 133 - no-one we know
We're now eight turns from a golden age, which we could try to use to get to Civil Service for a Bureaucap or we could get Machinery or Feudalism or Construction to cause OT4E problems. I want to uncover more land and have a better idea of where he lives before deciding if we need to spend a lot of resources on OT4E-bothering. Some good news is that he doesn't have horse hooked (unless he's getting a secret trade from Mack or 2metra) so I'll ignore spears for a while longer.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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The city east of ainu will pick up horses in any time soon with terrace.
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Turn 99
Um. Looks like OT4E is going for the most aggressive plant possible... I'm saving cash this turn, but we could get Construction around the same time peace expires. Or Archery is a lot cheaper.
(March 31st, 2016, 19:43)ipecac Wrote: The city east of ainu will pick up horses in any time soon with terrace.
Terrace was built this turn so we have until t110ish.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Turn102
Had a quiet couple of turns getting to Priesthood for Zigurats to boost our espionage vs OT4E. Next we'll get Construction and try to take some cities before he gets Feudalism. Before we do that though, is it worth settling a gems city here? Or should we settle 1SW of the cow to pressure OT's new city?
The road linking his southern cities to the northern ones is long and vulnerable. I'll move the vulture down to help the chariot destroy it over the next few turns.
An overview of the local area. I've labelled V-Z for good potential cities. We have three settlers in production, one due this turn from TSC, another in the next three from Scooter, the third will be a while from Animal.
- V can wait
- W is important
- X is risky
- Y is a stretch
- Z is a nice but very back-fill city
So I plan to send our first settler to W and the next to X, then we attempt to murder OT4E with Cats, Vultures and Swords before filling in the others... I'm even tempted to delay X to get more Catapults. What do you think?
Power is looking better, especially since we're cutting off reinforcements.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Turn 103
Lots of diplomacy this turn. First REM wanted Spices in return for some health res we don't need (EXP FTW!) so I turned him down. If he were saving money I'd offer spices for cash. What's a reasonable price?
Then Comotay (dtay logged in ) demand spices for OBs. I went for it thinking that delay would be costly.
Argh! I bet this was an OBs offer too . Ah well, we've got a friend and how much cash are we making now?
Oh. We're only linked to two cities. Looks like we need to uncover their mainland. Any suggestions which direction to go? There is a lot of land to the NE and I think Bilot is on a small island.
Looks like we'll be second in turn order if OT4E declares on t105. Construction is due in three turns, by which time we'll have chopped this road into bits, threatened Jungle Juggler and could be at war again. I'm only putting a couple of Vultures and a Spear into Statler and will keep some behind the city just in case. How to attack is going to be interesting. Perhaps from the 75% hill?
In other news our first Great Scientist is due in three turns. Our core cities are bumping their happy caps, while the ones who aren't are unlikely to grow quickly so I think this is probably a good time tile-wise to launch a golden age. We don't have any civics to switch straight away, but I was interested in
- Hereditary Rule (we have a few big cities that could grow bigger)
- Civil Service (need to move the capital to Animal and build an academy for the full benefit)
- Vassalage (we're in for WAR! in the near future)
- Serfdom (no windmills built yet, but faster working workers are useful)
- Caste (we don't have any workshops and we have cheap markets and Zigs for GP slots)
- Organized Religion (no religion yet ).
Tech costs are:
- Archery 59 (1 pre-req) = 50 ish adjusted
- Monotheism 179 (1 pre-req) = 150 ish adjusted
- Monarchy 448 (1 pre-req) = 370 ish adjusted (2 pre-reqs) = 320 ish adjusted
- Feudalism 1046 (1 pre-req) = 870 ish adjusted
- CoL 522 (2 pre-reqs) = 370 ish adjusted
- CS 1196 (1 pre-req) = 1000 ish adjusted
- IW 299 (1 pre-req) = 250 ish adjusted
Our break even tech rate is about 74 bpt (0% = 60 gpt and 100% = -96 gpt = 176 bpt) I assume our golden age B/E will be about 100, with wealth builds that could go up to 130ish and should gradually increase over the GA. So over the first 11 turns of the GA that is over 1400 beakers.
Going Mono-Monarchy-CoL-CS costs 1840 beakers
Going CoL-CS is 1370 beakers
Going Mono-Monarchy-Feud-CS is 2337 beakers
We don't have religion yet, so Mono is a bit pointless except for saving 50 beakers on Monarchy. Having to get CoL would be annoying as we don't need it for courthouses, but it saves 1000 beakers over Feudalism. Apart from Longbows I don't see huge gains from Feud though so I'm inclined to CoL-CS. In any case I'll probably save some cash at the start of the golden age so no rush to decide.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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