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I like it all.
I cant be bothered right now to go back and check, but is the scout still alive/heading back to sit ON the silk?
"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.
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Didn't mention anything about scout, but he's on silk right now defogging. Got there last turn, didn't bother defogging the east coast in the end.
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Turn 42/43:
Plans go ahead as outlined before.
Settler finishes in capital, and moves towards 3rd city site. Next turn will see our 3rd city founded. The worker whipped also moves in preparation to farm the corn when city is founded. Minimal overflow is put into an axe, which builds for now.
Second city whips granary, overflow and chop thrown into worker, which largely completes 4th worker. Mine to be finished in second city also.
We missed out on finishing AH this turn by a single beaker, heh. Not important but makes the revealing of horses just a little bit more suspenseful
IW being next is a no brainer I think, Mathematics would be useful to pick up soon-ish too.
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Why do you say IW next is a no brainer?
July 24th, 2021, 17:09
(This post was last modified: July 24th, 2021, 17:11 by JackRB.)
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Well, 'no-brainer' is a little bit of hyperbole, but I'm prioritising highly because we've pretty much exhausted non-jungle options that aren't backline cities, and I'd like to push forward to those. Would take too long to go Maths->IW too, and writing on its own is fairly useless right now (this is a library free zone right now)
Turn 44:
New city founded, Waterdream Warm.
Barb warrior spotted in the worst position, argh. Was on hill last turn, and moved in an awkward direction to being unable to farm corn. Bleh. Also seeing Incan city, right where I'd expect it.
Question: Is it still too early for barbs to enter cultural borders? I think it is, but never too sure what barbs do.
Other notes: Incans on 4 cities already is a little worrying, but we've sealed up the obvious border here already, so its not too bad. Our next claims will be down towards mongols mainly who only have 2 right now.
Image here depicts our only accessible source of horses. There is another, beyond the jungle belt, but its in capitals 3rd ring for Mongolia, so they will get horses without much trouble at all.
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Turn 45/46:
Bunch o' worker movements. Barb moved away from corn so start farming that.
Two workers go onto plains hill to chop/mine for capital (put into settler, so can whip immediately after whip cooldown goes off).
Newly finished worker chops forest 1NW for 3rd city, to put into granary.
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Barbs will enter borders when they can do something THAT move. (steal a worker) till people have enough cities planted. Jesse being.... new.. Makes it harder to realize when that might be.
"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.
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(July 24th, 2021, 22:39)superdeath Wrote: Barbs will enter borders when they can do something THAT move. (steal a worker) till people have enough cities planted. Jesse being.... new.. Makes it harder to realize when that might be.
The rule is two cities per player on the continent, and your three cities are way above that average, so I'd expect them to enter pretty soon.
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Not posted about the last couple turns, have just been chopping/mining with workers realistically. (Although now would be time to work out where the cow/sugar city will actually go. heh)
2 Axes finish on t51. Capital axe is sent to remove barb north of Waterdream Warm, Costyon Axe is sent down to the jungle.
Also whip settler in capital.
Notes about others:
Incans built Stonehenge on t50. I'm surprised considering they also have 4 cities already.
Buddhism FIDL on t48? (I need to check logs more!) Judging by Mongols' sudden spike in culture, it was them.
Turn 50+1 demos for curiosity:
Turn 50+1 thoughts:
Decent if not spectacular start, somewhat slowed by the needed WBs. Not really too much to say, in 50 turns it will be much more clear if the expansion phase is a success or not. In terms of neighbours I'd be a little more worreid about bellarch, purely based on city count.
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Turn 52/53:
Whipped settler overflow in capital goes into Worker (kinda too much overflow to throw into another settler, didn't want to make same mistake again imo), only will take 2 more turns to finish.
One worker stays in capital, mining another hill for now. Pair of workers tasked with roading up 4th city (with an axe coming out of Cosyton to cover them). Second forest goes into Waterdream Warm's granary, almost finishing it.
Axes clear out two barb warriors, one threatening Waterdream Warm's corn, and another in jungle south of Cosyton.
Settler is now onroute to 4th city with axe as cover, and as a side note did we ever definitely decide on a spot for this 4th cow/jungle city (img in spoiler)?
Initially I was more in favour of dense build spot, but given this is likely a frontier city I find myself liking the hill plant more for defensiveness, even if it makes the dotmap a little more awkward around this area.
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