Turns 140-143
We tore through some turns today and got about halfway through the plan I listed in the last update. I misjudged the amount of beakers that were coming in - seriously, why can't they display the number instead of having to guess how far around a circle I am? - and so I came just about this short to Industrialization coming in on t143 when my 3rd workshop finished at Transylvania this turn.
So I miss out on about 20 hammers, empire wide. I had been looking to go comfortably over the halfway margin, but thought I could fit in Banking and that the small amount needed to finish Banking would still leave enough left over from Industrialization. And I had to eyeball how far around an arc on a circle came in order to decide if that was true or not. The sad thing is I could have probably made it by rearranging some tiles if I had known the exact numbers.
In the end, not a huge difference. It probably is better for me to have not wasted the beakers over the hammer production. This also takes some hammers away from my plans at Jefferson.
But that was a smart thing I did early in the day: decide to rearrange tiles at Jefferson in order to be a lot more cautious towards getting that archaeological museum done
This now means we are 8.35 hammers short of finishing in 5 turns. However, a trader finished up at Yazoo on this last turn, and so we moved him to Jefferson right away. As long as he makes at least 2 hammers per turn on his route then we'll be fine. And ideally I'll put him somewhere that gets 3 so I can move one of those awful plains tiles back somewhere else... Although I'm tempted to send him to Valleta to take advantage of being Kumasi's suzerain. In any case, we're pretty set on getting the museum done at the beginning of turn 148 now. And Natural History is obviously past halfway on the civic, so we definitely will complete that civic on 148. Considering my first draft of this plan had me finishing 150 both in build time and worker movement time, I'm pretty happy I was able to speed everything up by 2 turns.
Also in this screenshot you can see that we've chopped Texlahom and finished the Encampment there. There was enough overflow to 1-turn a barracks, which also added a point of housing. We'll be building a harbor here at size 4, but I won't be able to get it at discount. Although I could build the industrial zone at Texlahoma itself... By the way, the reason I haven't set the industrial zone on the marked tile yet is because I have 3 industrial zones planted and 22 districts total. So if I wait a few more turns I'll be over the mark for the next discounted IZ. I've been operating under the assumption that I'll build the IZ here and a harbor at Forgottonia.
Vandalia's trader will have finished its needed road by end of this turn. The city itself will have a harbor completed out for it when its wall gets chopped out next turn. That will be my 3rd harbor, with my other 2 at Popham and Acadia, and a 4th planned for Chippewa. ... I suppose I could chop a theatre here but I want to get trade routes going first. And I don't have a good spot for a commercial hub here unless I want to lose a jungle chop, but I don't particularly want to lose that. And long-term I dont' expect the commercial city-states to stick around on the board. As in I plan on razing later in the game.
My chopping up north keeps on track, and I did get the right tile to come under my culture. An entertainment complex was probably not the right district to build here - I should have put a commercial hub down instead like I did at Nataqua. At least I do have 1 hub coming up in the coming turns.
Chippewa has planted the aqueduct to solve it's housing problems, and we'll chop into the harbor for a trade route here. I'm not sure if I've discussed McDonald's chop but it is going into a university there for another 12 science.
Heading farther north, I'm a little surprised to see Alhambram's army still camped on my doorstep. We're only 10 turns in to our declaration of friendship, and I expected at least a little re-distributing of his units. I've moved some of my units south, partly to stay flexible, partly to see the reaction. But now I will be certain to have troops back in place for when the friendship is done.
Also, Alhambram has to address Kumasi before he tries any kind of military maneuver here. Assuming he thinks he even has enough military power to just plow through. He does have an encampment at a very annoying position for me, and I don't have any good place to put an encampment in a defensive position. Unless I just put one on the pass. Actually, i don't know w hat district I put here next, so we might as well make it an encampment.
Little other odds and ends: my 2nd catapult will be done soon, allowing me to tech past Metal Casting. Absaroka will finish the market there at end of turn, and I'll finally start building the granary that I really should have started before the market - i'm trying to push for great people point advantages, but that was still a bad choice. Acadia is trying to get some more housing with a lighthouse out of the harbor. And then Transylvania is getting a Military Engineer out to put 2 forts down purely for the eureka value. I likely will just put them wherever they won't be in the way, though I might try to plant one up at McDonald if I can get him there in time. And yes, those catapults are probably going north. But I'll want them south for whenever it is I eliminate Valleta.
Abroad, Krill grabbed Mercantilism and swapped into a ton of economic policies: Rationalism, Serfdom, Triangular Trade, Meritocracy, & Trade Confederation. His science level actually dropped as he's moved out of Natural Philosophy - a few turns ago he had pulled even with me but now he's down to around 115/turn. Alhambram is still in the 90s. And with culture I'm still putting out about 33% more than either him or Alhambram.
Lastly, CFCJester is not rolling over, but is laying claim to the northern half of his continent.
I'm just glad Alhambram isn't grabbing those spots. I have faith that he'll keep Krill honest in that part of the world.
We tore through some turns today and got about halfway through the plan I listed in the last update. I misjudged the amount of beakers that were coming in - seriously, why can't they display the number instead of having to guess how far around a circle I am? - and so I came just about this short to Industrialization coming in on t143 when my 3rd workshop finished at Transylvania this turn.
So I miss out on about 20 hammers, empire wide. I had been looking to go comfortably over the halfway margin, but thought I could fit in Banking and that the small amount needed to finish Banking would still leave enough left over from Industrialization. And I had to eyeball how far around an arc on a circle came in order to decide if that was true or not. The sad thing is I could have probably made it by rearranging some tiles if I had known the exact numbers.
In the end, not a huge difference. It probably is better for me to have not wasted the beakers over the hammer production. This also takes some hammers away from my plans at Jefferson.
But that was a smart thing I did early in the day: decide to rearrange tiles at Jefferson in order to be a lot more cautious towards getting that archaeological museum done
This now means we are 8.35 hammers short of finishing in 5 turns. However, a trader finished up at Yazoo on this last turn, and so we moved him to Jefferson right away. As long as he makes at least 2 hammers per turn on his route then we'll be fine. And ideally I'll put him somewhere that gets 3 so I can move one of those awful plains tiles back somewhere else... Although I'm tempted to send him to Valleta to take advantage of being Kumasi's suzerain. In any case, we're pretty set on getting the museum done at the beginning of turn 148 now. And Natural History is obviously past halfway on the civic, so we definitely will complete that civic on 148. Considering my first draft of this plan had me finishing 150 both in build time and worker movement time, I'm pretty happy I was able to speed everything up by 2 turns.
Also in this screenshot you can see that we've chopped Texlahom and finished the Encampment there. There was enough overflow to 1-turn a barracks, which also added a point of housing. We'll be building a harbor here at size 4, but I won't be able to get it at discount. Although I could build the industrial zone at Texlahoma itself... By the way, the reason I haven't set the industrial zone on the marked tile yet is because I have 3 industrial zones planted and 22 districts total. So if I wait a few more turns I'll be over the mark for the next discounted IZ. I've been operating under the assumption that I'll build the IZ here and a harbor at Forgottonia.
Vandalia's trader will have finished its needed road by end of this turn. The city itself will have a harbor completed out for it when its wall gets chopped out next turn. That will be my 3rd harbor, with my other 2 at Popham and Acadia, and a 4th planned for Chippewa. ... I suppose I could chop a theatre here but I want to get trade routes going first. And I don't have a good spot for a commercial hub here unless I want to lose a jungle chop, but I don't particularly want to lose that. And long-term I dont' expect the commercial city-states to stick around on the board. As in I plan on razing later in the game.
My chopping up north keeps on track, and I did get the right tile to come under my culture. An entertainment complex was probably not the right district to build here - I should have put a commercial hub down instead like I did at Nataqua. At least I do have 1 hub coming up in the coming turns.
Chippewa has planted the aqueduct to solve it's housing problems, and we'll chop into the harbor for a trade route here. I'm not sure if I've discussed McDonald's chop but it is going into a university there for another 12 science.
Heading farther north, I'm a little surprised to see Alhambram's army still camped on my doorstep. We're only 10 turns in to our declaration of friendship, and I expected at least a little re-distributing of his units. I've moved some of my units south, partly to stay flexible, partly to see the reaction. But now I will be certain to have troops back in place for when the friendship is done.
Also, Alhambram has to address Kumasi before he tries any kind of military maneuver here. Assuming he thinks he even has enough military power to just plow through. He does have an encampment at a very annoying position for me, and I don't have any good place to put an encampment in a defensive position. Unless I just put one on the pass. Actually, i don't know w hat district I put here next, so we might as well make it an encampment.
Little other odds and ends: my 2nd catapult will be done soon, allowing me to tech past Metal Casting. Absaroka will finish the market there at end of turn, and I'll finally start building the granary that I really should have started before the market - i'm trying to push for great people point advantages, but that was still a bad choice. Acadia is trying to get some more housing with a lighthouse out of the harbor. And then Transylvania is getting a Military Engineer out to put 2 forts down purely for the eureka value. I likely will just put them wherever they won't be in the way, though I might try to plant one up at McDonald if I can get him there in time. And yes, those catapults are probably going north. But I'll want them south for whenever it is I eliminate Valleta.
Abroad, Krill grabbed Mercantilism and swapped into a ton of economic policies: Rationalism, Serfdom, Triangular Trade, Meritocracy, & Trade Confederation. His science level actually dropped as he's moved out of Natural Philosophy - a few turns ago he had pulled even with me but now he's down to around 115/turn. Alhambram is still in the 90s. And with culture I'm still putting out about 33% more than either him or Alhambram.
Lastly, CFCJester is not rolling over, but is laying claim to the northern half of his continent.
I'm just glad Alhambram isn't grabbing those spots. I have faith that he'll keep Krill honest in that part of the world.
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player