Well ive got a bold plan to settle an island city + the Colossus city AND have the workers divert to chop forests at the colossus city within 8 turns or so. ETA on Colossus is likely 20 turns or so from now, unless i get really lucky on barb spawns. Its not the end of the world if i dont get Colossus, although i wont know what to use all of those damn forests for.. Units? Havent met anyone yet. Galley/settler pairs? Possibly. Make a run for SoZ and just build units from this city? Ehhhh maybe...? We will have to just wait and see how the barb combat goes. 3rd in gnp, and i hope to improve the food category to at least be in the middle. I know the general meta seems to be crash just hard enough to make it to alpha/currency w/0 strike. But im curious if i can still win without going that route.. Maybe an archer/galley/settler spam strategy once i determine if i have the colossus or not? This island/landmass seems barren of other players so far, so why not setup an island nation before all of them get taken?
Important barb fight soon-
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Demos-
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Overview(s)-
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Production-
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Im also slightly thinking about hitting Mysticism and doing a quick chop of Stonehedge since its still somehow... NOT TAKEN YET? Come on Donovan..
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(December 20th, 2018, 00:42)Commodore Wrote: It's turn 90. Do you have road technology?
yes, got a worker connecting the gold to the cap for +1 happy everywhere, and got copper hooked up. Just got my 4th worker out and plan on roading to the colossus city location once the two capital workers are done.
I currently have everything but Agriculture/mysticism. ( finishing AH EoT ) headed for MC-alphabet i think. All my cities for now are/will be coastal so roads shouldnt matter as much right? Other than for movement of course. Or am i missing something huge?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Anyway to clarify that? Other than road movement that i cant have spared yet due to other worker needs, i figured sailing would give all coastal cities all the traderoute shit that they require? Or am i missing something lol. ( also its t70 not 90 :P )
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Ive lost 3 barb defenses in a row. a 22%, 24%, and a 42%.. Not the biggest "omg odds" but still... if i could have won ANY of those i would be in such a better position. Instead i had to overflow into an axe, whip another, and i hope to not die to barb axes before my island city gets planted for horses. On the upside, im likely, 22-25 turns away from colossus.. which is a downside because there is no way it doesnt get grabbed b4 t100. oh well, i should be able to at least start it, which will net me some fail gold to fund more settlers...
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(December 22nd, 2018, 13:13)Boldly Going Nowhere Wrote: Unit movement. If someone showed up with units it'd be ugly. Or a bad barb roll somewhere. Etc.
Gotcha, gave me a mini-heart attack there.
Found Old Henry.. not the best neighbor draw. He is up to 7 cities currently, hopefully that means he isnt going to be expanding my way yet. Its a workboat scout, but im curious if he comes from the east, or from the south.. Now im slightly paranoid about having OH as a land neighbor. Gotta work in some unit builds somewhere to go check out the rest of this land. Plus maybe a workboat or two to go scouting.. Ugh.
Demos-
[img][/img]
Overview-
[img][/img]
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Looking to start mass expanding very shortly. While also building the colossus, while also making sure i dont leave openings for OH.. Tis the season for future misplays right? Anyway, killed another barb warrior with my now combat + shock axe, and he will move one more tile south to FB a bunch of tiles there, while my other axe is going to sit on the forest/hill west of my next city plant to act as a barb killer. One of these axes i would hope gets to 10 exp for 2 HE's, one of which will be the Colossus city i think.
Ive got 4-5 workers ready to pre-chop forests for the colossus. One or two of the forests will be chopped turn1 if possible for the city to have a barracks asap, for the added hammers that forests in culture give. ( last i checked ) While i tech maths and save up chops for the forge + colossus. 5 copper + math infused forests should be enough to get it right? Tech path is MC-Math- currency.. i think. Going to be planting my first island city shortly after the copper plant, and my other cities will be working on archers/galleys/settlers to continue to spam GLH cities. Ill build a couple triremes when i get the chance as well, im not gonna be booted off of this island if i can help it
Demos-
nothing spectacular.. but i can live with it due to not having an early trait and going for an early wonder. [img][/img]
Production-
I likely need to work on figuring out when to shove a granary in the build order... also if lighthouse before granary or granary before lighthouse is the go-to play.. [img][/img]
Overview-
barb warrior to the south west spawned, hoping he runs straight into the axe. OH's workboat could be a pita if it sits on the clam, but im kinda doubtful that he would do that. He might also just declare and scout out the coastline as im doubtful he sees me as a threat on any level. [img][/img]
I really think one of the next PB's im going to run IMP and something else and try and do the expand-crash to currency that all the vets/pros seem to do. It always gives them an early lead, and doesnt seem to have any real downside, unless u REALLY want a wonder.. Hmm.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(December 25th, 2018, 23:38)superdeath Wrote: I really think one of the next PB's im going to run IMP and something else and try and do the expand-crash to currency that all the vets/pros seem to do. It always gives them an early lead, and doesnt seem to have any real downside, unless u REALLY want a wonder.. Hmm.
I'm not sure about that strategy, honestly. The vet who doesn't seem to crash his economy at all...is Mackoti. And 'coincidentally' he's usually the one who wins these games.
I know he still expands, but he's a little less breakneck about it, so that he's able to get a military tech lead...and from then on he can expand by the sword.