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How demos / graphs look like and how many cities does everyone have? I suggest not to antagonize Rome and leave him be. It might even be wise to cede him a buffer zone between you.
The thing is, Rome will most likely attempt a Praetorian conquest and ruin the game for himself and one other player (Praets are not a particularly good tool to conquer a human player). Our task here is to avoid being that second player whose game will be ruined.
You really need Construction earlier rather than later though.
August 25th, 2024, 07:42
(This post was last modified: August 25th, 2024, 07:42 by Mjmd.)
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I was thinking IW and Machinery instead of construction since China after currency, but construction would be a lot less beakers. Can probably take a look at graphs when you get currency to decide.
If Miro's map is right, its likely Rome only has 2 neighbors (and another by sea MAYBE). With 50/50 odds of being chosen anyways and an unguarded settler I'm not sure I could resist. Not saying its right, but I don't think I could resist.
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T72 Gira (Dutch) offered Open Borders. I accepted.
A Galley and Work Boat are finishing next turn in the north (eyeing island soon), so I'm able to scout Gira as much as he can scout us. We are connected for trade - though it may be one-way until I spot his territory, I forget the specifics on trade route vision. I didn't get foreign trade routes immediately, so if they don't appear next turn I'll send a boat north next turn.
I know Mjmd mentioned that PRO doesn't need foreign trade as much as others need it, I'm more interested in diplomacy here. Gira may try to scout us out and send loaded Galleys, but I have 50% Dutch ancestry, so I get the impression that we'll be lifelong friends.
Math is scheduled to finish ~T79.
Here's the demographic screen:
Here's the charts available: (Recently learned about Espionage to 42-44, putting 100% on Rome now)
Here's scores + city count for all but Xist10 (GLH owner, 280 score):
Ok so we're not doing Alpha ⟶ Currency, but let me propose an even crazier idea. I don't want to build extra Galleys, 1 is finishing in the north. I see a half-decent island to the south. What if I build some temporary Forts? With 2 Forts, that Galley can cut straight through our continent to our southern coast.
This would take 20 Worker turns aaaand I just talked myself out of it. I thought they took like 5 turns each. But I already made that screenshot, so enjoy
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(August 25th, 2024, 00:15)Mjmd Wrote: Did he settle in place or did he move the settler forward?
He settled in place. That city has no resources in its 1st ring, so he might have panicked, thinking I'd attack it like you mentioned. Or maybe it shares something good with his other city.
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As Mjmd said, an unescorted settler is pretty much fair to kill.
(August 25th, 2024, 12:09)Miro Wrote: A Galley and Work Boat are finishing next turn in the north (eyeing island soon), so I'm able to scout Gira as much as he can scout us. We are connected for trade - though it may be one-way until I spot his territory, I forget the specifics on trade route vision. I didn't get foreign trade routes immediately, so if they don't appear next turn I'll send a boat north next turn.
For foreign trade you need to defog a route to their network, but any tiles under *any* cultural control are counted as explored for this purpose.
(August 25th, 2024, 12:09)Miro Wrote: Ok so we're not doing Alpha ⟶ Currency, but let me propose an even crazier idea. I don't want to build extra Galleys, 1 is finishing in the north. I see a half-decent island to the south. What if I build some temporary Forts? With 2 Forts, that Galley can cut straight through our continent to our southern coast.
Those forts will be good to have at a later stage of the game, but are not worth building over improvements.
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(August 25th, 2024, 12:09)Miro Wrote: This would take 20 Worker turns aaaand I just talked myself out of it. I thought they took like 5 turns each. But I already made that screenshot, so enjoy
Good logic. Also, good noticing that it was possible. I had missed that. Agree with Tarkeel, much later maybe.
Ya open borders can be good for diplo, specifically as a way to deescalate borders by stationing scouting units at the border.
Ya he can have that city I GUESS???? Would be nice to have the gold, but that city is so slow better to just focus on your own expansion and not worry about a vengeful Rome.
Definitely like an island city next to help economy out. Which spot you thinking? I was thinking of splitting your immediate island into 2 cities, but if there is a better one near ish could go for that. But ya T79 math is pretty good. I roughly aim for T100 currency and you should hit that easily. Those demos are pretty good.
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Rome has 4 cities including the one he has just settled? He is already significantly behind if so.
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(August 25th, 2024, 07:42)Mjmd Wrote: I was thinking IW and Machinery instead of construction since China after currency, but construction would be a lot less beakers. Can probably take a look at graphs when you get currency to decide.
If Miro's map is right, its likely Rome only has 2 neighbors (and another by sea MAYBE). With 50/50 odds of being chosen anyways and an unguarded settler I'm not sure I could resist. Not saying its right, but I don't think I could resist.
IW and Machinery seems slow, yeah, but will likely solve the Roman problem for good.
Miro, can I log into the game and look around? I will not change anything, of course. I don't recall if you posted a password anywhere in the thread but if you did, I'll find it.
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(August 25th, 2024, 17:11)Mjmd Wrote: Definitely like an island city next to help economy out. Which spot you thinking? I was thinking of splitting your immediate island into 2 cities, but if there is a better one near ish could go for that.
I was thinking of settling on the Copper for 1 island city. If it were 2 cities on the island to our north, I'd have to settle on the Deer which isn't the worst if it takes our capital's Cow tile, but our boats found that the rest of that island's coast has 0 extra food. I'll think it over more, both options seem fine.
(August 25th, 2024, 21:09)Gavagai Wrote: Rome has 4 cities including the one he has just settled? He is already significantly behind if so.
Yes, he recently founded that 4th city and then a 5th three turns later:
(August 25th, 2024, 21:12)Gavagai Wrote: Miro, can I log into the game and look around?
Sure, I'll pm
August 26th, 2024, 11:09
(This post was last modified: August 26th, 2024, 11:14 by Mjmd.)
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I was thinking a city on either end of the island. Its a different land mass so settling rules aren't applicable and you can settle 1E of the deer, which is where I would put the first city as it can uber share tiles and alternate whip cycles. Although, the one on plains hill might be better if you want to get working on Moai (still gran first and then max overflow 2 pop whips into it, hopefully once you pick up stone), but if it has to permasteel Boss Monster crab and has no new food, then I'm not as high on it at least soon. Its too bad that line of mountains isn't 1 tile further north as it ruins Moai on the eastern one. I can see settling on copper still, but I like spamming fishing village whip cities.
I'll mention going machinery would also make giving up Boss Monster crab easier because it could windmill all those plains hills. It should also farm the grassland river tile whenever it expands borders, not priority just want to note as that is not a cottage city.
That 5th Rome city is also pretty garbage. It is a very weird if mostly acceptable border. It is very wasteful, but not worth doing anything about now. Hopefully he starts focusing his efforts on other neighbors. Don't think its worth settling a city for that grassland hill cow; at least not for the next 50 turns.
With the Roman border pretty firmed up how is the southern Coldrain border looking? Especially as you don't want to settle for the Rome marble might be worth making sure you have the one near Coldrain.
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