September 8th, 2024, 05:19
Posts: 1,310
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Joined: Jun 2018
Hello again. This game is very fast. You have almost caught up to PB78. T102 vs. T104.
First impressions now:
It is incredible that Stonehenge was built by you so late. Good idea to get it.
We need more workers. 7 workers for 10 cities + 2 settlers is not enough.
Chop more of the forests (very important). Production from chopping is valuable. And build more cottages on the riverside grass. That is from not having enough workers.
Xist is probably just scouting with his Numidian, but be careful.
I think Unalaska's Archer can switch with Anchorage's Warrior. So there will be an archer in Anchorage, which is closer to danger, and a warrior in Unalaska, which is in the center and safe.
Deleted some old signs to clean up.
Overall situation is okay. The demographics are behind but not too far behind. Pyramids will be strong. Islands in the west and no danger or contest yet. Miro in the south, maybe we will have a land border in the jungle but it seems nice and peaceful.
The east is the exciting area. Seems like coldrain is the opponent here, and Xist's Numidian is just a wandering unit.
September 8th, 2024, 15:55
(This post was last modified: September 8th, 2024, 15:58 by giraflorens.)
Posts: 747
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Joined: Mar 2020
T101 - T104
Representation is up! One turn of anarchy. Many cities are in the limit of growth so it will be good.
This is the picture in the Hot Land. In 4 turns I will make a new city, hopefully on the East of Tok, I think the Southern mark is better. This is going to be a real threat to Coldrain. We'll see how it works.
Another Settler is going to the north east..
A new worker was done in Turfan (The Western city), and a new worker is built in Akutan. In the beginning I was thinking to make the worker in Unalaska, but I changed my mind. This city must be for making GP, so I put a Scientist and in 15 turns we can have an Engineer that give us the tech of Machinery. It will slow down the production of the forge, but that engineer will be great to make crossbows.
I am doubting about the tech to research now. I put Code of Law. It can be interesting for the religion, but we don't really need now the Courthouses yet. Might be I should go for Calendar (although we don't need the resources so much). And someone has researched already. So I can no go for the MoM. Another posibility is Aestetics and make the cultural wonders.
Ah, the Numidian Cavalry is at the Cow. He could have been killed by my spearman. But I am not very aggressive and I don't know it would be fair, providing that I played two turns in a row. Anyways he asked me for Open Borders and I rejected it.
Here is the global view of everything. Just trying the Flying mode, hahaha.
September 9th, 2024, 05:16
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Joined: Jun 2018
(September 8th, 2024, 15:55)giraflorens Wrote: This is the picture in the Hot Land. In 4 turns I will make a new city, hopefully on the East of Tok, I think the Southern mark is better. This is going to be a real threat to Coldrain. We'll see how it works.
I agree that the southern mark is better.
What units will be there to defend the new city against Coldrain? I think the new city will not make him too angry, but it is better to not give him any good opportunity to attack anyway.
(September 8th, 2024, 15:55)giraflorens Wrote: A new worker was done in Turfan (The Western city), and a new worker is built in Akutan. In the beginning I was thinking to make the worker in Unalaska, but I changed my mind. This city must be for making GP, so I put a Scientist and in 15 turns we can have an Engineer that give us the tech of Machinery. It will slow down the production of the forge, but that engineer will be great to make crossbows. It is good to think about Great People and start making them sooner rather than later.
I will log in to look at the GP situation.
(September 8th, 2024, 15:55)giraflorens Wrote: I am doubting about the tech to research now. I put Code of Law. It can be interesting for the religion, but we don't really need now the Courthouses yet. Might be I should go for Calendar (although we don't need the resources so much). And someone has researched already. So I can no go for the MoM. Another posibility is Aestetics and make the cultural wonders.
You can save gold for a few turns while you decide what to research next. I do that all the time.
There may not be any great ideas for technology right now. You might need to research something that will be useful later, or that unlocks another technology that is what you really want.
I think the main task right now is to settle the empty land on the map and grow. So what technology would be good for that?
Courthouses could be good. City maintenance can increase very fast at this time.
Calendar for the luxury resources around us (Sugar, Incense, Spice). And how long ago did someone else discover Calendar?
Machinery for Windmills to improve the hills. The Machinery improvements have been strong on this type of map in previous games.
Construction for capturing the Barbarian city. But it may work to just overwhelm them with lots of primitive units. You can use Vodka to get an idea of how many units you would probably lose to capture the city.
September 10th, 2024, 03:29
(This post was last modified: September 10th, 2024, 03:34 by giraflorens.)
Posts: 747
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T105 - T106
Two turns more to make the new Eastern cities. I need a lot of more workers. We have one on the queue and I put to build one more in Utquiavik. In Valdez I will make a Settler after the library. With two Swords and the Chariots I can conquer de West Barb city, but I should wait until it has 2 of pop for keeping it. I think it is in the correct location, but I should confirm it.
No news in tech screen.
Quote:Magic Science
I agree that the southern mark is better.
What units will be there to defend the new city against Coldrain? I think the new city will not make him too angry, but it is better to not give him any good opportunity to attack anyway.
I will put 2 archers and one axeman, by the moment.
September 10th, 2024, 15:18
(This post was last modified: September 10th, 2024, 15:20 by giraflorens.)
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T107 - T108
Fort Yukon and Mckinley Park have been founded in the East. The Fort will be our avant-garde post. Also I forget to name the city in the North Coast: Kaktovik. I start to make another Settler in Unalaska. We are getting very delayed in number of cities. Also next turn Code of Laws is researched.
The first Sword goes to meet a Barb Archer that is coming from the North. And I will make another one to conquer the NW barb city.
Below the situation on the West:
And some graphs about our neighbors. Coldrain is winning in Land and Xist10 in produccion. I guess this last one has the forges already working at full. The Power of Miró has increased recently pretty much.
September 11th, 2024, 16:42
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T109 - T110
The West Barb city has 4 Archers!!! And only 1 of population. I am lucky that it is not in a hill, at last!
The other Barb Archer that is near Juneau (center of map), moved to another forest, and I expect it to go to the tiles without forest.
More important stuff. Xist10 just built The Hanging Gardens. My god! I think it is one the wonders I have never built. I should reconsider it importance. And from research someone just made the Horse Riding, and Machinery. Another observation is that Miro is rising its Power. What is he planing?????
I think I could go for The Colossus, but Unalaska has no forest to chop anymore, probably in Valdez... or Fairbanks.
September 12th, 2024, 14:41
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The western barbarian city can be captured pretty easily with swordsmen, especially if our swordsmen have promotions. I think it is on the spot we want out city to be on, so you should wait for it to grow to 2 population before attacking. That way you can keep the city and not have to build a settler. Can you see what tile the new barbarian city is working? If it is working a 2-food tile, then we only need to wait 11 turns. Unless it is building a worker.
Does the barbarian city Cherokee have a barbarian worker? It looks like their resources are improved. You could try to capture that worker. I do not know how good the barbarian are at keeping their workers safe.
About wonders, Hanging Gardens is incredibly strong for Xist with 17 cities. Crazy.
And the Colossus would be good for us. Fairbanks is not on the coast, so it cannot build the Colossus. You could build the Colossus. in Anchorage. Anchorage has 4 forests to chop and some good production tiles around it too.
Miro does not have a good path to attack us, but be careful now that someone has Machinery and someone else has Horseback Riding. Does anyone have Construction? We will need to get better military technologies soon to be safe.
Are our islands well-defended? Sometimes people can sneak attack island cities and capture them even if they could not fight a bigger mainland war.
By the way, you chose good Alaska city names. They fit their locations well.
September 12th, 2024, 14:43
Posts: 1,310
Threads: 6
Joined: Jun 2018
I see your post in the tech thread.
I can play the turn on Saturday if you want me to. Just tell me what to do. But if you want to wait a little while so you can play it yourself, then I understand.
September 12th, 2024, 15:41
Posts: 747
Threads: 7
Joined: Mar 2020
(September 12th, 2024, 14:41)Magic Science Wrote: The western barbarian city can be captured pretty easily with swordsmen, especially if our swordsmen have promotions. I think it is on the spot we want out city to be on, so you should wait for it to grow to 2 population before attacking. That way you can keep the city and not have to build a settler. Can you see what tile the new barbarian city is working? If it is working a 2-food tile, then we only need to wait 11 turns. Unless it is building a worker.
Does the barbarian city Cherokee have a barbarian worker? It looks like their resources are improved. You could try to capture that worker. I do not know how good the barbarian are at keeping their workers safe. Yes, I am bringing two Swords and one Axe for it. I will check the tiles. And the Barb Cherokee citie has a worker, but I never thought about getting it.
Quote:And the Colossus would be good for us. Fairbanks is not on the coast, so it cannot build the Colossus. You could build the Colossus. in Anchorage. Anchorage has 4 forests to chop and some good production tiles around it too.
The problem is that Anchorage is our Military city, so far...
Quote:Miro does not have a good path to attack us, but be careful now that someone has Machinery and someone else has Horseback Riding. Does anyone have Construction? We will need to get better military technologies soon to be safe.
Are our islands well-defended? Sometimes people can sneak attack island cities and capture them even if they could not fight a bigger mainland war.
Nobody has construction. All the cities have one Archer. Except the Eastern ones.
Quote:By the way, you chose good Alaska city names. They fit their locations well.
I'm enjoying looking for new cities in GoogleMaps of Alaska. I'd love to visit them one day!
(September 12th, 2024, 14:43)Magic Science Wrote: I see your post in the tech thread.
I can play the turn on Saturday if you want me to. Just tell me what to do. But if you want to wait a little while so you can play it yourself, then I understand. Yes, If you can play the turn on Saturday, that would be the best for me!! So I don't have to take my Notebook to the travel. I will tell you some instructions. Thank you!!!
September 12th, 2024, 16:22
(This post was last modified: September 12th, 2024, 16:23 by giraflorens.)
Posts: 747
Threads: 7
Joined: Mar 2020
T111 - T112
The border of a city of Xist10 appeared on the far East. I did not expect it to be here. I thought it was territory of Coldrain. I still suspect a war of him against Rick, but I don't remember to see low decrease of Rick when losing cities (?).
In the second screenshot I placed the city-islands on the West. I think to make them in this order to avoid Miro getting that land. Probably I should make another Galley.
Still doubting about the research path. Here some ideas: - Construction for making bridges and moving units faster. There are so many rivers in this map and it is annoying to move 1-1 tile. This opens up us to Enginnering in case of need.
- Aestetics. and Literature to make the GP and Unit wonders.
- Compas - we have Harbor 100% production bonus
- Religious techs aiming to feudalism.
- Civl service, this will allow us to make maceman, because in 10 turns I expect one GEng and getting Machinery.
Ajusted the Spy Points to keep up with all the players.
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