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[Spoilers]Pindicator With All the First Strikes in PB71

145

Next project:




Capital is going to get a monastery and pump out missionaries.

I think Iron Working next because my only metal is right on Krill's border.
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147

All right scooter, I think I've played my last turn before leaving tonight so here are the instructions for the next 3 days. I will be back late Sunday, so if you have any questions on that turn feel free to hold off on playing it - however, I think everything should be rather straight-forward and I don't foresee any invasions (quite yet).

Current goal is getting courthouses everywhere. After squeaking to Code of Laws and hooking up the gold we were sitting at right about +1gpt at 0% gold with no money in the bank, so I'm trying to improve that. In fact, we just 2-pop whipped our first courthouse this turn!




Lasker was 2-pop whipped and will build units now. Build spears here while I am away, as I want to get up to 3 or 4 spears in this city before I move back to Samurai.

In general I want to 2-pop whip courthouses, which means getting to 58/120h with a forge thanks to Krill-mods nerfed slavery rates. Although there are a couple spots I am considering going for a 3-pop whip (34/120h). Also, for cities without a forge the forge still needs to come first; being IND it is just too handy to not build it right after the granary.

Section by Section now. First in the South:




Staunton will be able to 2-pop whip it's courthouse in 3 turns; I'm tempted to do it earlier but whipping off of a 3c tile really isn't helping things. Market here next for obvious reasons. Really I want to give this city back the wheat and run a bunch of specialists so I can get to my golden age faster but I'm not sure how I do that yet.

Anderson will 2-pop whip the forge when it reaches size 4; next up will be a Lighthouse. I realize I wrote Cottage Next on that sign, but thinking about it more I'm just going to have you whip off that tile the turn we grow to 4 so I'm reconsidering. But I can't think of anything better at this point so we might as well ... okay, new idea: skip the cottage as we may end up building farms down here and giving the wheat back to Staunton after Civil Service. Instead let's cottage the riverside plains tile at Alekhine.

Alekhine - stay the course, I don't think we'll be able to whip this city before I'm back.


The Core




Lasker has been covered. Eventually I want to windmill those hills but that's a long ways off. It's hard to ignore that 6h tin-mine but I'm working the lumbermill for faster growth.

I do rather wish I had more forests to lumbermill up here, but you make decisions and then you have to live with them.

Morphy is to finish it's monastery and then start building missionaries to convert the countryside.

Steinitz is the city I'm probably going to 3-pop whip, but it needs to grow enough so that I'm not whipping off of good tiles. I suppose I could work the lumbermill instead of the 1f1h3c hamlet but I'm not sold.

Capablanca is only working a Samurai because I'm losing hammers on not completing it. After that it goes back to its Courthouse and will 2-pop whip it out.


The East




The settler for Smyslov is just NE of Capablanca and we're on track to settle the city t150. Currently there is a worker roading north of Kassite - let's rename Kassite to Tal, actually - and a Samurai moving north to make sure there aren't any barbarian issues. Smyslov will work the farmed grassland north of Kassite/Tal, get its granary chopped out, and then its just riverside cottages.

Kassite/Tal just had its forge chopped this turn and will switch over to a Courthouse. Will probably take a forest chop to go along with a 2-pop whip to get the courthouse done here, but let's have the workers by the Wheat cottage some riverside tiles first - Kassite will be giving up a farm to Smyslov and so I want to make sure we have cottages worked before I worry about chopping anything. (The forge was chopped first for happiness reasons.)

Euwe wil finish its forge naturally. It's going to need a 2nd lumbermill eventually, but those 2 workers by Euwe are for Botvinnik first.

For the two workers by Euwe: we need to chop out a lighthouse at Botvinnik. Let's chop both of the forested hills there and put it into the forge, then 2-pop whip the lighthouse when we reach size 4.


I should be back for t151, assuming we stay on 1-turn/day. And I'll be in cell range through today, but will be unavailable once we head out for the trailhead Friday morning.

Thanks again for covering!
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Looks good and straightforward. Hopefully I won't write up a report, paste it in and preview it, and then somehow never actually post it this time.
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148

New turn came in, and I don't like what I'm seeing from Krill.




Swapped everything to Samurai, so new instructions: Whip Samurai instead of Courthouses. Don't go broke. Screenshot isn't uploading, but it's his scout going through my lands and a new sentry chariot coming in.
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(August 10th, 2023, 15:45)pindicator Wrote: 148

New turn came in, and I don't like what I'm seeing from Krill.

[screenshot]

Swapped everything to Samurai, so new instructions: Whip Samurai instead of Courthouses. Don't go broke. Screenshot isn't uploading, but it's his scout going through my lands and a new sentry chariot coming in.


Will do. If he declares though I'm holding the turn until Sunday night. lol
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Turn 149-150





Of note, Commodore went into Theo/Slavery, and he's got a GG on the border. I also moved your stack 2 tiles closer to the Krill front per your concerns. Also, it turns out "don't go broke" and "whip samurai" and "settle a city" may be slightly incompatible.





Two Samurai whips and planting this city resulted in -14gpt at 0% science. I completed a cottage 1SW of the city and gave it to Tal, so that'll help a little. Will chop/whip the Tal Courthouse next which will be worth a lot.





After playing the turn. Alekhine and Staunton were whipped with relatively high overflow. I'll likely keep them on the Courthouse builds this turn given the impending bankruptcy. I think next turn I will be forced to start a couple Wealth builds. Courthouse whips in the east will be available soon, and the southwest cities will grow onto Lakes, so there is some relief coming.
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152

Ended up triple whipping the courthouse at Tal and whipping the courthouse at Capablanca. That put us back in the black at 0%.

Now I'm running wealth at Lasker and Staunton and will have to decide on Iron Working, HBR, or Construction soon.

I might only get to choose one because I don't like this worker from Thoth:


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159

Finished Construction.




Going to keep the Wealth Builds going a couple more turns to get IW out and then we'll do a round of catapults everywhere while we limp on to Monarchy and some more happiness. I hired a pair of specialists in Staunton and will be going for my frist Golden Age from that GP - in about 14 turns.
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160

Iron Working is in, and other players are practically to Guilds... Anyway, we have a couple new resources. 2 in the west:




Okay, one of those was a deer event. I guess I could stick a city up in the frozen north now to work the copper though?




Iron #2 is on the east coast.

Meanwhile we're trying to push along that great person out of Staunton:




Feels like a reasonable goal to get to Monarchy within 10 turns and then try to get done with Feudalism before the golden age is done.

Edit: That's an old screenshot of Staunton.... Imagine 2 more priest specialists and 10 turns to go for the next GP
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164

Monotheism is in at the end of the turn. I think I can get Monarchy in 2 turns with another wealth build, but we probably don't get Feudalism before the golden age.




Passed Thoth in score. We're starting to spread Judaism and so I'm building a market in Staunton. Adding a few catapults too. Thoth has put a longbow on our border - I really need to get to Guilds by the end of this golden age, otherwise someone is going to just roll me over with knights.
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