(January 29th, 2017, 11:33)Mardoc Wrote: At this point, 'best military civ in the game' is either a function of demographics, or a function of magical abilities. Which both point to Ellimist's Balseraphs, not Dreylin.
A valid point. jalepeno is also scary, and I'm lucky not to have a border with Bob.
(January 29th, 2017, 11:33)Mardoc Wrote: FWIW, I'm ok with this approach. Getting started ASAP matters more than most other factors. Religion spread is exponential but the initial bottleneck is a pain. Culture on a border is a handy thing, too, especially since you seem disinclined to invade (although if I ever talk you around on that front, having a Zealot producer near the front lines is also handy ).
That is...assuming you're able to overcome that sunk cost objection, and immediately put the Sea Haven on hold for a good long while . Saving time doesn't help if you spend the next four turns finishing up the current project.
Yes, immediate temple is the plan, followed by a bunch of Zealots.
(January 29th, 2017, 11:33)Mardoc Wrote: On a more general note, I see a lot of cities working on moderate to low priority infrastructure. Sea Havens, Lighthouses, Elder Council. They're not bad investments (except maybe the Elder Council) but I'm not sure they're the highest priority items right now either. Some things that I would rate highly:
Can I get you to establish some ferry services? The way this map is looking, Galleys are basically never going to obsolete. Fast, high cargo capacity, decent damage potential. In the short term we want them to speed up workers/settlers/garrisons/missionaries. In the longer term, we will absolutely need them for logistical support of any wars we fight.
I think I've already done this. I've already dropped off one settler with a galley, and have second on board ready to be dropped off next turn. My second galley explored the eastern sea between Dreylin and Ellimist, and is now on its way to explore the sea west of Swivel Gun. I would bet dollars to doughnuts that no one else has two galleys.
On the infrastructure question: Sea Havens are a big contributor toward keeping my economy afloat, and they're really cheap for me because of EXP. Maybe the Elder Council was a waste of hammers, but I was looking for a second GP pump. The lighthouse was to open up the Great Lighthouse wonder: you can't prod me to build wonders and criticize me for trying to do just that.
(January 29th, 2017, 11:33)Mardoc Wrote: I think we could use a few more warriors. Preferably grouped into fast response groups, maybe even embarked on galleys, plus a couple more in each city on the Balseraph front. We could also use some scouts, tripwire/border watchers, and some warriors ready to upgrade when the Siege Workshop comes in.
Working on this also. My mobility warrior is on his way to the Ellimist border to do some scouting, Brace of Pistols just built a scout who will run down to the jalepeno border, and my other scout is finally in position to explore some Dreylin territory. Having vision of approaching trouble would allow me the time to organize a galley-borne reinforcement/counterattack. Just parking some warriors on a galley is not going to happen; unit maintenance is already a significant expense.
(January 29th, 2017, 11:33)Mardoc Wrote: Can I get you to prebuild some workboats? Up til now, cities have pretty much had to build their own pirate harbors, but now we have a presence on all our border seas. Really want the settler you have almost done to have a Pirate Harbor the turn it's founded. This might help paper over the worker shortage, too
Working on it.
(January 29th, 2017, 11:33)Mardoc Wrote: Basically I'm asking for some empire-wide flexibility.
Working on that, too, but expansion is still my main priority.
(January 29th, 2017, 11:33)Mardoc Wrote: Another general question: What's the plan for the next five turns? Next fifteen? It kind of feels like you're drifting, just letting each city do its own thing, building whatever seems to be available. I'd much rather work backwards: pick a goal, and focus the empire on whatever is required to meet that goal. I see several possiblities:
1. REX! 10 more cities ASAP! This would require you start by scouting and dotmapping, then work backward to the logistics for garrisons, transport, settlers and workers and workboats. Could be a good option because we have so much resource-happiness and a lush map.
This is the plan.
(January 29th, 2017, 11:33)Mardoc Wrote: 2. Tech beeline. I don't even know what you're researching next, let alone any sort of beeline. I don't like this one quite as much. Generally you want to get the tech to support your other plans, tech isn't a plan in itself.
Horseback riding is next, then either Warfare if it looks like I can enable the Form of the Titan (16/20 at the moment), or straight to Trade. As long as my trading partners don't cancel open borders, another trade route would be an economic bonanza. Need Smelting for +1 to workshops, Priesthood for Cultists, and some magic, but economy first.
(January 29th, 2017, 11:33)Mardoc Wrote: 3. War! Pick a target, scout them out, plan to invade when you hit chariots. Figure out the logistics: galleys, Siege Workshop location, prebuilding warriors and saving up the cash. I feel like we could hit someone with 20-30 chariots by T110, which would be enough to absorb a weak civ (Dreylin) or cripple a strong one (Ellimist, Jalepeno). I could see this also getting us 10 more cities pretty quickly, cities that don't have to start at size 1...
If Dreylin and jalepeno keep providing me with trade income, peace seems like a good plan (and, hopefully, they won't want to attack a valuable economic partner). I'm still hoping to find Q, with his seven cities and tasty shrine. Other city counts for reference: jalepeno and Ellimist: 10; Dreylin: 9 (underusing his EXP trait there), Me: 14.
(January 29th, 2017, 11:33)Mardoc Wrote: 4. Specialize some cities. Pick a wonder and plot how to grab it. Make a military pump city. Get some more national wonders built. Pick out what you're *not* going to build in each city and plan the build order. Build the workers needed to make sure they're only working improved tiles (I didn't realize til just now how many unimproved forest tiles we're working...at least get Archery and mills if you're not going to chop them into mines.
I'm trying to maximize the output of my skimpy worker force. Mining a forested hill gives +1 hammer for five turns of worker investment; workshopping a bare plains or grassland gives +2 hammers and +1 commerce for the same five worker turns (and -1 food, but that's not a problem for most of my cities). Eventually I'll chop out all those forests; I'm not a fan of lumbermills because they take a ridiculous number of worker turns and leave a defensive tile for unfriendly units to occupy.
*****
General response: the depth of this game is built on choosing between competing options. It's impossible to do everything, and I try to do the best with what I'm given.