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Liberate is weird option. I guess it must be closer to your xapital than to his. Do you check resources in the fog? You can find out which of them are improved so you can talk about city locations.
If Charriu had planted aggresively towards you what is possible I'd recommend to start connecting horses. He is not zulu and kicking him back must be not that hard.
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Turn 63 (1480 BC) - Part 1
I don't think attacking Charriu can't happen for a little while; either horses city is rather weak and I also don't actually know where his city is yet.
I'm also free of a turn split! I rolled the turn, but I'll take the time to report this turn first before playing turn 64.
No activity; his workers have left my sight, and things are fairly calm now. Well, as calm as they could be with a barb warrior wandering around my territory.
Core overview: - King's Landing loses a face, with the newly content citizen working an unimproved tile. I need more workers, though I can shift an improved tile from Oldtown soon.
- Our zone defense axe covers the copper against the incoming barb warrior.
- Mikken finishes repairing the road to city #5. Small Paul the axe goes to cover the forest to the northeast; he finds nothing.
- Hot Pie, having completed a mine for Casterly Rock, moves to a forest to chop it into ... something.
- Castle Black reaches size 2, and promptly whips the terrace. I also fortify a second axe and an archer there this turn.
- Gendry starts a camp on the deer near Castle Black. Harwin starts a pasture on the shared sheep.
- Septon and Lommy continue Great Lighthouse preparation. I have one worker-turn margin of error in case the barbarian warrior disrupts activity at Oldtown ... that will cause the loss of one worker-turn towards the Great Lighthouse there.
- Science remains at 70%; Sailing due next turn.
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Turn 63 (1480 BC) - Part 2
Our wandering work boat discovers 100% confirmation that wetbandit is actually a land neighbor over an isthmus.
It also spots what I think are the edges of his capital's borders.
I retreat the work boat out of his sentry warrior's sight -- wetbandit doesn't need to know we're here.
Stonesnake moves on.
has a settler on the grassland river tile a tile SW of the pig. If he plants there, I can backtrack to get vision on the city.
I'm not sure if it's worth it to declare war on just to get Stonesnake through the border visible to the south. Though if we get the Great Lighthouse I'm not sure he will want to sign Open Borders anyway, so we can confirm if he really wants a peace treaty.
May 24th, 2018, 02:10
(This post was last modified: May 24th, 2018, 02:14 by Dark Savant.)
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Turn 63 (1480 BC) - Part 3 (C&D)
Trading is now possible with Charriu this turn.
We don't have a road connection, so he just got Sailing this turn. And since I do not have a city on the northern coast, his third or fourth city must be on the southern coast, forming a coastal connection with Oldtown.
He also has more resources than us available for trade. We have four food resources improved but not connected by road or river. I guess that's where some of his worker turns are going.
I do not offer a food-for-food trade just yet, but even if I do that, I don't think we'll be in a position to attack him for at least 20 turns, anyway, so that's fine. No rush to offer one now before I can think about it a little more.
Maybe I can even exchange resources neither of us has connected, like corn for pig. Not like it will do anything, but why not.
Score tally: - Us: +12 points for 8 land tiles claimed by Casterly Rock for 20 turns; +3 points for +1 pop in Castle Black; -3 points for a 1-pop whip in Castle Black (19 pop in 4 cities).
- Charriu: +6 points for researching Sailing in 6 turns; also confirmed to have Animal Husbandry (12 pop in 4 cities).
- ipecac: -4 points for a 1-pop whip last turn; -3 points for a 1-pop whip (11 pop in 5 cities).
- JR4: +4 points for +1 pop (13 pop in 4 cities).
- superdeath: +7 points for +2 pop (13 pop in 5 cities).
- wetbandit: +7 points for +2 pop; -10 points for a 1-pop whip and a 2-pop whip (11 pop in 4 cities).
- WilliamLP: -7 points for a 2-pop whip (10 pop in 4 cities).
- yuris125: +10 points for +3 pop (15 pop in 4 cities).
After being quick to 4 cities, WilliamLP seems to be in no hurry to plant his fifth city, the one which starts to really start escalating expansion costs.
I'm tiring quickly now; I'll just play tomorrow morning before work (I couldn't today but can tomorrow morning). It's already after midnight here anyway.
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Turn 64 (1440 BC) - Part 1
I get to play early-ish in the turn, for once.
Core overview: - King's Landing 2-pop-whips the settler; this only saves 1 turn but I can overflow into an archer and complete that the turn after.
- Castle Black completes the whipped terrace and overflows into a barracks. I'll put a hammer into an archer for one turn the turn before it regrows.
- The barb warrior moved towards Oldtown rather than suicide against Yoren. Yoren moves to cover all tiles the barb warrior can move to.
- Septon Chayle and Lommy continue preparation for the Great Lighthouse.
- Small Paul the axe fortifies on the forest that Mikken moves to. This is probably especially paranoid, since it's very unlikely a wolf or panther is hovering in the fog to eat the settler and worker I'll have on that tile.
- Sailing research is complete; Masonry up next.
- Science to 50% this turn (it's 70% in the shot).
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Turn 64 (1440 BC) - Part 2
Our exploring work boat takes a look at what appears to be a thin narrow island between wetbandit and ipecac.
I'm unsure whether to try to make a claim for this island. It's probably better here to claim land in the direction of wetbandit first.
Stonesnake gets as far as he can without declaring war on .
I'm still considering that scouting war, but can probably just kill Stonesnake easily.
It's unlikely Stonesnake can move far enough in one turn to make contact with 's neighbor to the west.
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Turn 64 (1440 BC) - Part 3 (C&D)
It also probably isn't worth declaring war on now because I may have to declare war to get the work boat through. Might as well get a two-for-one deal on a scouting war.
Our acquisition of Sailing enables resource trade with .
If he's paying any attention, he'll know we have Sailing. He'll also get graphs on us in a couple of turns; I'm not sure what his reaction will be to our high all-demographics-except-for-land-area rating.
I also offer a trade to Charriu.
It's a "real" trade, but doesn't accomplish anything meaningful. I have no plans of declaring war until we can get horses connected, at least.
Score tally: - Us: +6 points for researching Sailing in 7 turns; -7 points for a 2-pop whip in King's Landing (17 pop in 4 cities).
- Charriu: -3 points for a 1-pop whip (11 pop in 4 cities).
- ipecac : he got a lot of points, which must include +4 pop (!) as there's just no other way to make the numbers work, +4 points for planting city #6, -4 points for a 1-pop whip (15 pop in 6 cities); +13 points for 9 land tiles claimed for 20 turns.
- JR4: +6 points for another quickly researched technology; +3 points for +1 pop (14 pop in 5 cities). I'm skeptical of these numbers, but they're the only way to make things come out even.
- superdeath: +3 points for +1 pop (14 pop in 5 cities).
- wetbandit: -7 points for a 2-pop whip (9 pop in 4 cities).
- WilliamLP: +4 points for +1 pop; -4 points for a 1-pop whip (10 pop in 4 cities).
- yuris125: +6 points for another quickly researched technology; -6 points for a 2-pop whip (13 pop in 4 cities). Again, the only way I can make the numbers work (6 points for a 2-pop whip pretty much has to be 15 to 13, as a 2-pop whip is usually -7 points). Those points can't be from land or a wonder ...
This is increasingly making less sense, so I'm probably making a mistake somewhere ...
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Turn 65 (1400 BC) - Part 1
Well, this is disconcerting.
Why is building a road there?
I've got a couple scattered workers near there that I can move axes to cover, but that would leave just one archer in Castle Black.
That axe and impi are still the only military units nearby.
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Turn 65 (1400 BC) - Part 2
If wants to connect the marble ... well, he already has. Just not the one we can see. So his mystery technology must be Masonry.
So he must have used his Imperialistic powers to claim the marble all the way on the other side. Stonesnake definitely will take a few turns just to break out of territory.
I don't want to lose the fortify bonus on both axes, so I move the axe without full fortify bonus to cover the worker on the deer, and move away the worker on the half-finished sheep pasture, onto a forest where it can chop out something at Casterly Rock.
Stonesnake is going to get vision on the 6th city of , waiting for the work boat to move south.
Core overview: - King's Landing completes settler; overflow to archer which will complete next turn.
- That settler moves northeast, and will plant next turn. Mikken starts to chop the forest the axe is sitting on.
- Oldtown swaps from the 99/100 settler to a regular lighthouse. I'm going to need max hammers for this, so food and commerce suffer.
- Yoren cleans up the barbarian warrior wandering our territory.
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Turn 65 (1400 BC) - Part 3
Oh, here's what we know about the Isthmus of Mystery. City #5 is about to be planted two tiles east of that incense.
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