I think Thoth is on the same continent but the planned eastern canal spot is on another. If we do see a Germany city next turn, we can exploit that spot for a free army. In PBEM4, TheArchduke did get a bunch of swords when Singaboy gave him the former Norwegian lands but then again that was in a peace deal. I try and test it out sometime in the coming weeks.
Woden's and Chevalier Mal Fet's [Insert Clever Name Here] Team Thread
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Turn 58
Start the turn off in the far west, where my scout quickly bumps into Singaboy's borders: Shangdu is one of his newer, small cities - his core is further south, I think. If you look closely, you can tell that the Chinese borders run all the way to Rome's, and Rome's presumably go all the way down to the sea. There may be a narrow gap near the tundra, but this could be the end of the road for my scout until I get Shipbuilding. I think I'm going to start using the scout to try and provoke them into squashing it - acting threatening, getting in their way, maybe pillaging the road between Sullla's cities. Obviously, this could backfire - Sullla/Singaboy get pissed and actually invade, or the war drags on until our DOFs expire and our two neighbors decide that since we're at war with Team Empire we make a good target and we both get dogpiled. That'd be bad. What I WANT to happen is for my scout to get killed, we spend 10 turns in a Sitzkrieg, and then we make peace with my scout having earned me a bunch of culture. If they don't take the bait, then I'll wait until shipbuilding, then sail around their borders. In Khmer lands, I push my warriors deeper into the jungle: Again, I'm starting to understand Mike's expansion a bit more - there's NO freshwater on this continent at all, it seems. Just festering, stinking marshland and tangled jungle. There's a lone river in the west, in Japper's lands, but Khmer is as dry as a bone. Not even all that many mountains to build aqueducts on. Over in the east, Emperor reaches 5 cities: But, Mainz is a very German name. It fits with Alhambram's naming scheme, but not with Emperor's weird al-somethingbram format. I think they're trading Archduke's newly settled cities for a bit of extra territory, however charitable Woden wants to be. Betcha that city is German after Archduke's turn. I really think we ought to minimize this sort of thing, because the potential sploitz could dominate the game. Say Woden and I found a marginal city in the tundra somewhere on a foreign continent: Every turn, it pumps out another melee unit. Redcoats are fuckin' expensive, but not if I can get one for free every time I get a city on a foreign continent! Singaboy could take over a Roman city, bang out a wonder for him, and hand it back. I'm not sure if Sullla can give Singaboy free monuments or roads, but hell, it's worth a shot. We don't want team games to be consumed by such nonsense. Anyway, here's my core: Next turn my settler can move onto the city tile, founding on turn 60 as predicted. Salamis finishes its settler and starts an archer, with Aboukir Bay due on turn 63. My strike force is nearing Kabul, and I should be ready to take the city on turn 70. So the next 12 turns will see my city count double, and then we'll start churning out Dockyards for trade routes and great admiral points. Actium needs a few more turns on its builder, then it'll prebuild a galley into a chopped dockyard. Leyte, I dunno, might just straight chop the damn thing. Economy is starting to ease a bit, and once I get a few more trade routes I should have no issues - might take a page out of Dave's book and route them all to Muscat, we'll see.
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
Actually, Woden, I've got a screenie with the continent lense that I didn't use in my report. Thoth is on a seperate continent, as is the northern spot:
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
I see I am mistaken, but not really sure if using Thoth to swap back and forth is the best idea. I will need it for the GG points. Besides, I think it will be best if we wait until you have iron working to get swords. I can settle the eastern canal city and gift it to you on turn 1, then we may be able to send it back and forth for a little bit while it is new.
Oh yeah, let's not do it now, just if we ever need a quick infusion of units. Might be worth running a test swap, but otherwise there's no urgent need to indulge in cheese.
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
Nubia-Turn 59
Before I played today I realized I made a couple of small but fairly significant mistakes. I held off on Political Philosophy so I could complete the quest for Muskat and get a new quest for the potential of a 2nd envoy. But, the mistake was that I will be putting the 2-for-1 envoy card in to get double envoys into Valletta with the envoy from Mysticism and I could just forgo the 2nd quest in favor of the 2-for-1 envoy. So, I lost a turn or 2 benefits from a 2nd tier government and now I will lose a turn of gold from the trader route since I did not send it this turn to get the double envoys next turn. The other, more minor, mistake was last turn starting a settler at Amon instead of a builder. The builder can improve the iron and chop a jungle to get the settler out quicker and will be available to harvest the stone at Kandy when needed. So, I switched to a builder at Amon and will produce a settler with the 50% card after the builder. Anyways, start off in the southeast... The new city in the southeast is now a German city, so what we suspected is correct. I guess this leaves the door open for us to abuse it. I think we should wait for swords and I will plant the eastern canal city and we can swap it back and forth a few times. This might be a goal to work towards in about 20 turns, as we get close to the end of our friendship with them. Prevent them from thinking about attacking as we plan to go after Kongo/Khmer. Up at Kandy, here is how the turn started... No new archer, so my units are free to move up. I move up and attack with an archer... 22 damage. I hit it next with another archer and 1 warrior... Here is how it the turn ended... Did a total of 68 damage and the city will heal 20 in between turns and be at 152/200 health. I will attack with 3 archers and 2 warriors next turn. Should do about 100-120 damage. Then 1 more turn to take the city. Let's hope an archer doesn't show up between turns and make this a little harder. I still should be able to take it in 2 turns but may lose a warrior in the process. Lastly, Thoth's archer was at 1 turn so I switched to a builder until I can chop the forest. The builder moved to the iron tile, will mine it next turn and then it will take 2 turns to move to the forest. Will be able to chop it in 4 turns. Then we will finish a bunch of techs and place a couple of campuses.
I know I owe you guys a turn report, but the last two days have been busy - Superbowl yesterday and car purchasing today! hopefully this evening I'll get something written up. Nothing exciting happened other than finally stumbling into a government (let me complain again about my poor culture output here). City #4 is founded next turn, which puts me behind not only Rome/China but also Germany/Russia. Hopefully the end of this current settling wave leaves me ahead in city count again.
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
Turns 59 & 60
No score report for the last couple of turns - sorry about that, but let's be honest, it's more for my benefit than yours, you can just go read the other threads to know what everyone is up to. I just haven't had time with this car situation, but it's resolved! I bid farewell to my little green Ford Escort, my faithful transport of 11 years, and purchased a new car of my very own for the first time in my life. I'm still a little giddy and nervous that this will turn out to have been a horrible idea, but nothing for it but to soldier on! I'll take a better look at the scores when I have more time, but for now I am aware that Japper and Cornflakes each founded a new city, pushing their total to 5. Not too worried here - I'll reach 5 of my own in 2 turns, so I'm still matching their entire team. Russia/Germany, though, have planted 4! (I think) cities in recent turns. Meanwhile, Rome/China manage to lead in city count AND districts. You can't build everything, but they're managing to. I look forward to reading how Sullla and Singaboy did it after the game - targeted chops? Just the earlier access to policy cards? Ah, well. Turn 59 was fun, as I grabbed my gubmint at last: Finally entering the classical age! I adopt Autocracy, since I need the chopping policies and I plan to push for my key wonder, the Mausoleum, in the next 30 turns once I've got the tech for it. My new government is thus: Maritime Industries will power a chopped out district at Actium, and could also boost Leyte (haven't decided yet, going to invest turns into walls until I do know. Not optimal, I know - in fact, now I'm thinking I should have at least ploughed them into a builder, which will always be useful and has the Ilkum bonus. I'm...not good at this game). Agoge will power the district chops at Salamis and Trafalgar. Ilkum covers the host of builders I need to produce these chops and improve my underdeveloped cities, and Charismatic Leader pushes me for Nan Madol's suzerainty and a big culture infusion. At Trafalgar, Woden, with an RND off the table, I think I might chop out a Campus instead. It's unlocked, while I'd have to wait on Currency, and while it's undiscounted I need 4 discounts for the discount to kick in anyway, correct? (available districts = Holy Site, Campus, Encampment, and RND once the tech finishes). I won't have 4 for a goodly while, and I'd like the science and culture boost now, even though the chop is slightly inefficient. It still speeds me towards discounted districts, and if I can place Campi at Actium and Leyte, I should have enough to progress decently through the tech tree aided by your eurekas and smart research choices (ie, naval techs to stay competitive militarily). My army draws near to Kabul: Two archers, two galleys, and two warriors available, with Kabul fielding at least two archers in defense. I could wait until a third archer and warrior are ready, but I think I might roll the dice and go in with what I have in 5 turns or so. I want the city sooner rather than later, and I think I can pull it off. It's a risk, if I get beat, but you gotta cut corners to get ahead in this game, you know? Further exploration of Relic's continent finds fresh water at last, the same river that outflows near Seoul: Still horrible terrain, though. Is this preferable to our vast desert that at least has fresh water? Also, Woden, once my navy is up and running, how do you feel about an assault on Geneva? The suzerain bonus is awesome, too awesome to be allowed to fall into enemy hands. I think removing it from the game and adding another city to our empire is preferable, unless we can kill Japper/Cornflakes and keep everyone else away from Geneva. In the northwest, Singaboy's borders run to the sea: The tundra peninsula may curl around, but not likely. With nothing better to explore, I'll probe around trying to find a way through, just in case. Then, I annoy Singaboy and Sullla until they either murder my scout or Shipbuilding is in, at which point I resume my peregrinations. Speaking of blocking terrain, the roadblock is up at the Leyte isthmus: With forests and marshes on either side, no unit can get through there without at least 4 moves. Khmer/Kongo are cut off from meeting Emperor/Archduke from THIS direction. Furthermore, they, and Rome/China, will be unable to explore our home continent, leaving the terrain known only to Woden, myself, and Molotov-Ribbentrop. A minor advantage, but every little bit helps. I'll keep the roadblock in place until border expansions seal the isthmus forever. We're safe from roving scouts until Compass (or whatever the Civ VI equivalent is) at least. Finally, on turn 60, I found Leyte: That's great production for a size 1 city! It has 2 good unimproved tiles to work in the whales and forested hill, with some second-ring hills, deer, and crab (and I'll grab the crabs in like 3 turns to get Celestial Nav). Growth potential is limited, with not much food, but lots of flatland for farms to make up for that. This city will never be spectacular, but it should serve its purpose as a frontier garrison. Everything from here on out is backline economic plants! Unless I go for Jutland. Which I still might. Anyway, I screwed up slotting in walls to start (figuring I'd need 'em sooner or later) - should have started a builder instead. And yeah, I made another mistake - I forgot to switch research off Celestial Nav, wasting a turn. Hopefully I don't come up a turn short on critical research later! -knocks on wood-
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
Nubia-Turn 60
Finally... Most likely last to get it. Could have had it done 2 turns ago. Anyways, I take a new government... Autocracy! No plan on building wonders anytime soon but really like the policy set up, especially for chopping. It is nice to have the double military policies and you don't really need the diplomatic policy while expanding. Now that I have the 2-for-1 envoy card in play... 2 envoys into Muscat. Check the 2 science city states for new quests and they both want Trade Routes. Not going to happen any time soon! Oh well, their first quest was easy, so I can 't complain. Up at Kandy, no new archer in the city. I move my archers into position... I start by hitting the city with 3 archers... Then follow it up with the 2 warriors. At the end... Kandy is left with 23/200 health, just short of taking the city on this turn. It will heal 20 and I should have no problem taking it next turn. My archers should be able to do that in damage. If they produce a unit and red-line my healthier warrior in between turns, I still might be able to take it or at least I can pillage the farm to heal the one warrior and be able to take it on T62. After I conquer Kandy, I will have to fix the grainery first, since it will be at 3 population and pretty sure it will be at the housing cap of 3 without the grainery. Then I will build the galley. Mysticism will finish next turn and I will put the envoy into Valletta before changing out the 2-for-1 card for the +50% settler card. |