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[Spoilers] Dreylin's short visit to a late Era

Peace signed:


He did draft 3x before the revolts; now back on the research train....
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7 catas means we can bombard with 5 and hit with 2 right at T300.

This city is a lovely National park spot if we decide to keep those forests and jungles, though it is pretty dangereous to make it on the borders. But I think we can rush theatre and pop 40% quick.

Good that the peace is signed. I hope Scooter wont get 40% in his island city to cut our route.

Forgot ro mention that DZ got Ironworks recently. Not bad considering noone else has steel. Did he use GE for it?
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I'd figured he'd used the GE for Steel, but he could well have used it on the Ironworks.

I think it's a good job that we scared scooter off that spot; it turned out that all 4 of his units had a promotion pending, so would have all been Pinch. My sims had only considered 2/4 with that promo, so I think our odds would have been a lot more marginal - particularly if he had managed to pop borders.

There's space to put another city between this and scooter, so it needn't be a border city, but can we afford to keep all these forests when we need a bunch of Settlers fast?

We can use the spare Galleon to bring down 3 Workers from Ducks & Geese to get going on the Cows & integrate with the road network. and make a decision on NatPark.

A question on Specialists; do we start hiring them now as, e.g. Goats runs out of non-Coastal tiles to work, or do we keep pushing growth up to the Happy cap and then switch out a bunch?
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(May 10th, 2016, 09:16)Dreylin Wrote: A question on Specialists; do we start hiring them now as, e.g. Goats runs out of non-Coastal tiles to work, or do we keep pushing growth up to the Happy cap and then switch out a bunch?

Not yet. For each city there is a point after we put several specialists at once but this will happen mainly when we decide it ia grown enough. Now for all cities I think it will happen after a cycle of whips. Though working coasts is not the best option and the main purpose of Serfdorm was to avoid it as long as possible. In case of Goats bring more workers and we will get Oxford earlier.
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(May 10th, 2016, 09:16)Dreylin Wrote: There's space to put another city between this and scooter, so it needn't be a border city, but can we afford to keep all these forests when we need a bunch of Settlers fast?

Forests are not that good for production. 9 forests just give us 1 settler but spoils so many worker turns that I doubt it is effective in hammer equivalance. OTOH National park can bring us 2-3 GPs in long race and also become another city with almost unlimited happy and literally unlimited health.
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(May 10th, 2016, 09:16)Dreylin Wrote: I think it's a good job that we scared scooter off that spot; it turned out that all 4 of his units had a promotion pending, so would have all been Pinch. My sims had only considered 2/4 with that promo, so I think our odds would have been a lot more marginal - particularly if he had managed to pop borders.

There's space to put another city between this and scooter, so it needn't be a border city, but can we afford to keep all these forests when we need a bunch of Settlers fast?
I agree but he probably also intentionally decided to keep those units alive instead of exchanging them for ours despite of having better ratio.

About the city in the isthmus I am not sure we really need to go for it. The land there is not as rich to hurry, I'd better plant the city between our and his core earlier instead.

He will take plant something there and I doubt he will try to push his city very close to ours after we showed our character.
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(May 10th, 2016, 13:59)OT4E Wrote: About the city in the isthmus I am not sure we really need to go for it. The land there is not as rich to hurry, I'd better plant the city between our and his core earlier instead.

He will take plant something there and I doubt he will try to push his city very close to ours after we showed our character.

Yeah, not high priority to grab for this area, although it would be good to get something in between Ducks and the new city. A city 88 of Deer would be a very useful canal offering us a direct access from Core to Core for ships.


(May 10th, 2016, 13:51)OT4E Wrote:
(May 10th, 2016, 09:16)Dreylin Wrote: can we afford to keep all these forests when we need a bunch of Settlers fast?

Forests are not that good for production. 9 forests just give us 1 settler but spoils so many worker turns that I doubt it is effective in hammer equivalance. OTOH National park can bring us 2-3 GPs in long race and also become another city with almost unlimited happy and literally unlimited health.

Hmmm, good point. How does one go about preparing a NatPark city? Limiting roads / improvements to encourage spreads? Do we chop down the Jungle to let Forest replace, or do we live with a couple of them around? Do I farm the 1 riverside, or leave it? and do we need to pillage off those city ruins?

(May 10th, 2016, 12:26)OT4E Wrote:
(May 10th, 2016, 09:16)Dreylin Wrote: A question on Specialists; do we start hiring them now as, e.g. Goats runs out of non-Coastal tiles to work, or do we keep pushing growth up to the Happy cap and then switch out a bunch?

Not yet. For each city there is a point after we put several specialists at once but this will happen mainly when we decide it ia grown enough. Now for all cities I think it will happen after a cycle of whips. Though working coasts is not the best option and the main purpose of Serfdorm was to avoid it as long as possible. In case of Goats bring more workers and we will get Oxford earlier.

That's what I figured; I have Workers incoming that should be able to keep up with Goats (mostly); I assume we whip Oxford as soon as we are back in Slavery, right? I'm trying to keep the Draft restricted to the smaller cities, but we could take a round from the main ones anytime.

Our explorer has just about reached the limits of BGN, so I've got it heading off towards REM at the moment - unless we want to keep it closer to home to keep an eye on the BGN border? GSpy could also head off into REM once we've killed off Gaspar, or we could finally pop him for a Golden Age (once Silkmoths is out of revolt?).

It seems like Donovan is content to keep friendly at the moment; once we have a few more units in place in the core, we can offer him OB for more trade routes and checks & balances if we want to. I sent the lagging Rifle up to look over the pindicator border; we should have eliminated Gaspar by the time that Peace expires and we'll have the Settler well on the way, if not in place already. Both he & REM have rejected luxury trades, so we might be on our own in that regard - good job we picked up a few extra from Gaspar's territory! (also very glad that REM just went ahead and played before us; I'd been a little concerned with his Cav running around that he'd see a tempting target and snipe something!)

Also, we need 29xp to get the next GG; not sure we're going to manage it even with Gaspar adding ~4Rifles every 3t. Was 8 total between the two cities last turn; let's see if he splits them more evenly when he sees our fleet arrive...?
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(May 10th, 2016, 14:53)Dreylin Wrote: I assume we whip Oxford as soon as we are back in Slavery, right?
No, Oxford is an exception, we shall not whip it. If we were to we would better whip/overflow something but we need really high pop to put 6 specialists soon.

(May 10th, 2016, 14:53)Dreylin Wrote: I'm trying to keep the Draft restricted to the smaller cities, but we could take a round from the main ones anytime.
Yes, there is no urgent need in army and no point in drafting 3 rifles each turn if we cant do it easily.

(May 10th, 2016, 14:53)Dreylin Wrote: Our explorer has just about reached the limits of BGN, so I've got it heading off towards REM at the moment - unless we want to keep it closer to home to keep an eye on the BGN border? GSpy could also head off into REM once we've killed off Gaspar, or we could finally pop him for a Golden Age (once Silkmoths is out of revolt?).
If we are still planning whip cycles then we'd better wait with GA also.


(May 10th, 2016, 14:53)Dreylin Wrote: It seems like Donovan is content to keep friendly at the moment; once we have a few more units in place in the core, we can offer him OB for more trade routes and checks & balances if we want to. I sent the lagging Rifle up to look over the pindicator border; we should have eliminated Gaspar by the time that Peace expires and we'll have the Settler well on the way, if not in place already. Both he & REM have rejected luxury trades, so we might be on our own in that regard - good job we picked up a few extra from Gaspar's territory! (also very glad that REM just went ahead and played before us; I'd been a little concerned with his Cav running around that he'd see a tempting target and snipe something!)
Foreign relations looks good despite of no luxury trades. I like that our peace treaties with other nations expire separately, this means that we will not be attacked at the same time. But we mist still work at our spy net. Time to send spies into our neighbor's land a bit or may be fortify it near the cities (not inside).

(May 10th, 2016, 14:53)Dreylin Wrote: Hmmm, good point. How does one go about preparing a NatPark city? Limiting roads / improvements to encourage spreads? Do we chop down the Jungle to let Forest replace, or do we live with a couple of them around? Do I farm the 1 riverside, or leave it? and do we need to pillage off those city ruins?
I do not think it requires special treatment in order to grow something in the addition to what we allready have around. It has 7 forests and 2 jungles. There is almost no difference between 1 forest and 1 green farm. So yes we pillage ruins but we will also replace it with workshop or mine soon. All forests/jungles must be roaded, jungle on the hill must be also prechopped.
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(May 10th, 2016, 16:17)OT4E Wrote: Foreign relations looks good despite of no luxury trades. I like that our peace treaties with other nations expire separately, this means that we will not be attacked at the same time. But we mist still work at our spy net. Time to send spies into our neighbor's land a bit or may be fortify it near the cities (not inside).

Yeah, it seems that everyone else is content to tech away for a while looking for an advantage that way. I'll add some Spys to the ever-growing list of "Things to Build™". wink

(May 10th, 2016, 16:17)OT4E Wrote: I do not think it requires special treatment in order to grow something in the addition to what we allready have around. It has 7 forests and 2 jungles. There is almost no difference between 1 forest and 1 green farm. So yes we pillage ruins but we will also replace it with workshop or mine soon. All forests/jungles must be roaded, jungle on the hill must be also prechopped.

OK, I wasn't sure if we wanted to promote forest spread onto the free tiles, or if we just use those 5 tiles for other improvements to accelerate growth.

We did get a spread a few turns ago ... Jungle onto a chopped hill next to Chickens! I'll get some Workers over there again once Goats is maxed. Since we're maxing out Goats, should we start converting tiles from Farms to Workshops, or just leave them as-is and focus Worker turns elsewhere?
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t297 -

Founded Dolphins and advanced the fleet:


Goats is keeping up with tiles to work:


And our Feast or Famine Demographics:

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