December 29th, 2019, 14:54
Posts: 5,323
Threads: 22
Joined: Feb 2012
We still have a lot of places to settle - 3 on the mainland (there's fish south of the tundra copper), 2 on the north island (one of which will be settled in a couple of turns), 1 on the next island and several on the skinny island, plus maybe the place that GKC had settled that pindicator razed and the other island.
This is movement for the next 2, for 2 galleys, 2 settlers and a worker. It gets city down on the sheep in 2 turns and on the sheep/fp (and now clam) island a few after that.
We have a need for a lot more workboats:
We have 4 in existence - 1 of which will be used next turn, another of which is for a southern city. 2 are heading north. We need 10, in total:
3 more down south and 6 among known spots now
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 5,323
Threads: 22
Joined: Feb 2012
Pindicator asked for peace again. My problem is that if I give him peace, then I still have to stalk his galley and kill it, because I can't let him just threaten new settlements.
Beyond that, about to settle one more city. The island doesn't have more food to the south, so I'll settle on the plain. It has a lot of food (FP, sheep, clam), but it's not an overwhelming amount.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 5,323
Threads: 22
Joined: Feb 2012
Math next turn. Calendar probably next? We have a calendar happy resource.
If we get an engineer, picking up the MoM will be nice.
Settled on the sheep.
Offered peace to pindicator - his galley is nowhere in sight. GKC resettled his island, so I'm guessing he pulled it back.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 77
Threads: 1
Joined: Apr 2019
Looking good. It would be interesting to see how much further north that long shaped island goes when an explorer could be afforded there. Do you think we can get the easternmost island with copper? I think we'd nee to get it soon else GKC takes it.
MoM would be good, but didn't it obsolete at nationalism? That would mean pushing the GAs earlier.
January 4th, 2020, 12:51
(This post was last modified: January 4th, 2020, 13:08 by AutomatedTeller.)
Posts: 5,323
Threads: 22
Joined: Feb 2012
I don't know - my thought is that I'll move a unit over there after we plant the settler, to see if there's food. The long island is more important right now.
One thing I've been thinking about - settling that 1 tile island with no food makes it at least a turn faster to move galleys, since we will have culture over all that water. Given how cheap our settlers are, I think putting one down there soon might be a good plan.
We have 3 or 4 settlers in production right now - one will go to the last really nice site on the main island, but the rest I think have to go to the islands. I think we need at least one more galley, too, to ferry troops and workers.
At some point, we need to get Moai down, so we can build faster galleys, but I'm not even sure where to put it.
Good point on MoM. I hadn't thought about that. We could ignore Nationalism for a while, I suppose. Nationalism is at least 100 turns away, no? Hmm. We would need a 2nd GP to kick off a GA, which we wouldn't get for at least 17 turns.
We could also
A) bulb machinery
B) Store it for use on Great Library or something.
C) use it on Chichen Itza, which sounds nuts, but it would make our perimeter cities more secure from sniping. No one is gonna bring a huge stack with catapults until galleons.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
January 5th, 2020, 11:20
(This post was last modified: January 5th, 2020, 11:47 by AutomatedTeller.)
Posts: 5,323
Threads: 22
Joined: Feb 2012
Turn 110, Plan to settle the long island
There's a fair amount of moving settlers between galleys there, which should get it there a couple of turns earlier. Also, sends a scout so we can go up the island. Eventually, we'll need to get a worker there - that might be the one improving the sheep now.
There's another settler that should be coming up soon.
My thought was that it would go to the fish/clam site on the west end of the north island, but now I'm thinking the no food island, to cut down transit time to the east. With expanded borders, it cuts the travel time east by a turn.
also - I think I should sink any GKC galley that I see moving towards the long island. Agree?
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 5,323
Threads: 22
Joined: Feb 2012
We got an engineer
And we got a quest:
Quest5:
Classic Literature
Prereq: WRITING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/500
Aim:
Build default number of players for this world size libraries (7 for standard)
Result:
1.+2 research in one (triggering) city's library
2.get one ancient era tech
3.IF you control the Great Library wonder gain +1 scientist specialist for this wonder
I dunno about you, but I think we have to go for this. I think it's worth beelining lit for this. If we can get the GLib, this is a nice quest to finish up for the 3rd scientist - we should be able to find a city (maybe the cap) that runs 5+ GP.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 5,323
Threads: 22
Joined: Feb 2012
I think it's quite possible to get the Glib, but I can't screw around. The SoZ is built, so someone has teched Aesthetics and Lit is natural after that. I don't think anyone has picked up Music yet, which is another natural.
My question now is where to put the Glib. It needs to be a city with a lot of food, some hammers (for the National Epic and maybe a lib) and not a ton of specials that aren't food neutral. I also want it to be in the backline and hard to boat.
My first choice is the unfounded city to the south, but I don't know if there's enough hammers to get a library and all the infra it would need.
The cap is good, though it's a little short on hammers - but it already has a lib and a forge, so that's good. It's not exactly backline, either
and can be boated from 5 tiles, so that's a problem. But it's a good GP farm.
Bad-Tibira is good - sheep and crab makes for good food and it has a couple of hills, so can probably make a lib in 9-10 turns and NE in 15 or 20 so (we have marble)
The city with collosus is interesting, but I think I'm passing on that - it's easily boatable and I kind of want to run a bunch of merchants there to use to bulb currency
I think that the cap is the place to go, for a lot of reasons.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 5,323
Threads: 22
Joined: Feb 2012
We should be able to get to Literature in 8-9 turns. I set the cap to making a library, which it doesn't have yet
I set the collosus city to running 4 merchants, which gets a GM in 14 turns for currency- this means we can get lit and get part way through music if we want, and still not delay currency.
I dunno if we actually want to try to get Music - hard to imagine we would be first - and I wonder if machinery->optics would be better (and safer) for us.
Still not sure where to put Moai.
I have a thought for a theme, but it's a long way into a game to rename everything.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 5,323
Threads: 22
Joined: Feb 2012
GKC showed up with a trireme. I hope we aren't in a race. if he attacks, he's got about a 30% chance to win, I don't remember the exact amount.
That's just a great site - there's sheep there, too.
I'll plop the settler there next turn, settle turn after. I'm grabbing a vulture for the sheep/crab FP city and running an artist to get some defense up. I need a lot more units out this way.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
|