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#1611
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Yeah, given that we'd have to spend the equivalent of hundreds and hundreds of beakers, to gain sight on a single opponent out of seven - I don't think that would be a good use of our resources.
Speaker, please end our turn when you've had a chance to look over the game tonight. I won't be around this evening to do it myself. Thanks.
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Sullla's Website: My writings on Civilization and many other games. "Alea iacta est." - G. Julius Caesar |
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#1612
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Military is all moved. Feel free to end the turn whenever you get a chance to play, Sullla. Right now, our units are really stretched keeping our cities happy. Calendar + Forges + Markets (+6 total happiness for us) will make our happy cap skyrocket, and allow us to deploy our units in a much more defensive manner. The forges mostly complete in the next couple turns, then we'll move on to the markets. After that, Code of Laws for some Courthouses in the far flung areas, and then another period of unit building. I'd like to get around 15 Horse Archers and 10 Catapults for general defense, and of course some Triremes in the water.
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#1613
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Played and ended the turn, Speaker. Some highlights from Turn 135:
![]() Let me talk a little about the song and dance our workers are doing in this central area around Fort Henry. In the past 3 turns, we added the 3 cottages I've marked in white above. One worker also split off and roaded the forested grassland hill tile between Chancellorsville and Fort Henry, allowing three workers to team up and chop it as seen above. Next turn those four workers will move north and add another cottage on the yellow tile indicated. With the extremely rapid growth of Fort Henry and Spartansburg, we are just barely managing to keep adding enough cottages to keep up with demand. Jowy had 0 cottages in this region, and in the span of ten turns we've already planted 5 of them! The tile sharing between these three cities (Chancellorsville, Fort Henry, Spartansburg) has been a ton of fun to manage. The red dot tile above has passed back and forth between Chancellorsville and Fort Henry so many times... Fort Henry has it this turn, because Spartansburg just grew to size 3 and stole away a cottage that Fort Henry had been working last turn. Fortunately we will whip Fort Henry shortly for its forge, but in the meantime the workers have their hands full keeping it busy! ![]() Inside Chancellorsville, where the forest chop will complete forge next turn. Note that Organized Religion gave us 11 free shields here (44 to 55), which is a pretty significant bonus! We are going to overflow into a missionary so that Fort Henry can finally get the OR bonus as well; that should take 2 turns, and then Chancellorsville goes onto market. The timing of the missionary is such that we can spread Judaism into Fort Henry just in time to get the bonus when whipping a forge, and then Fort Henry will get the full 50% bonus when it whips its library and market next. Under those conditions, Library = 2 pop whip, and Market = 3 pop whip. It shouldn't take too long to have forge, library, market, and courthouse all running in Fort Henry. There's a reason why we did the renaming. "Thebes" was a terrible city, but "Fort Henry" is turning into an excellent commercial center! ![]() To give you an idea of the happiness crunch Speaker was discussing above, here's our city list (F1): ![]() I've highlighted the happiness indicator; notice how we have 0 or 1 happy surplus in all of our original core cities. We're maintaining this slim margin through large military garrisons in each city - check out the picture of Chancellorsville above, where SEVEN units are necessary to keep the city pacified. All of the core cities are still carrying 2-4 unhappy faces from our earlier whipping. So you see, even though we're not fighting anyone right now, our large military is absolutely critical from an economic perspective just to keep the cities from suffering unhappy faces. The downside is that we would be in truly bad shape if we had to fight anyone right now, because so much of our military is tied up on Hereditary Rule military police duty. There's a reason why we asked for that long NAP in our peace treaty deal, we knew this was going to happen! Fortunately, forges + markets + three Calendar happiness resources will solve this problem and allow us to get our units back into the field again... just in time should we need to go to war around Turn 150. Pretty nicely timed, eh?Speaking of Calendar resources, I fiddled with the sliders and the bonus beakers and saw that one other team has already discovered the tech (we are getting a 1.03 bonus multiplier on beakers). I guessed that that would be Kathlete, and indeed their diplo screen shows silks already connected. That wasn't there two turns ago, so they only just discovered Calendar tech. So we're slightly behind Kathlete here, but only by a couple of turns, and of course we have other techs that Kathlete lacks. It's unquestionable that they're building up to attack someone, as Kathlete continues running high shields and slowly creeping up in military power. My guess would be slaze, since they signed that extended NAP with us. Could also be plako or Dantski, I guess. Oh, one last bit of good news on Calendar: despite the screens showing 4 turns to discovery, we can almost certainly get the tech in 3 turns by running 30%, 30%, 40% science. Seems like it would probably be worth it to do so, get our plantations started a turn earlier. I also did a new overall city count: slaze: 10 cities Speaker/Sullla: 9 cities Kathlete: 9 cities Whosit: 9 cities Nakor: 9 cities Dantski: 7 cities Broker/plako: 7 cities Jowy: 6 cities Thus we're basically equal with our main competitors, which is where we'd like to be. (Well we'd like to be ahead, but this is pretty good all things considered!) Remember how we were in a situation during that war where we only had 5 cities, and our rivals were racing out to 7 or 8 cities. That was a very, very dangerous situation for us, because even though we were winning on the battlefield we were starting to fall too far behind to be competitive. Now that we have parity, we're confident that we can out-build and out-fight these other teams. So long as we face no more than a 2 vs 1, we should be fine.
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Sullla's Website: My writings on Civilization and many other games. "Alea iacta est." - G. Julius Caesar |
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#1614
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We have some new messages in from the "enemy" teams. Nakor:
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Jowy apparently sent us a message last week, which I never saw in our inbox. I don't know how I missed it (?) He sent us a followup message today: Quote:
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Why'd you gift 7 Praetorians to Kathlete then, hmmm? Anyway, the real question is whether to do anything with these messages, or ignore Jowy further. Do we want to extend our NAP with Jowy, Speaker? I know we talked about that earlier, but it might be useful to be able to bludgeon Jowy and take him out of the game if the world explodes into war down the road. Dantski/plako are going to expect us to do something; I don't think we could just sit around being neutral if our allies are fighting, and if we're going to fight, further expansion against Jowy would be the most appealing option. Let's figure out what we want to do.
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Sullla's Website: My writings on Civilization and many other games. "Alea iacta est." - G. Julius Caesar |
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#1615
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Sullla, will you be around tonight to chat a bit? Write Jowy a short note apologizing for missing his email, and tell him we'll be in touch to answer his message soon.
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#1616
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I prepared a screenshot of each of our cities, to show you lurkers how we are planning to optimize them for manufacturing purposes. Our first couple forges finish next turn, and most of the rest will be done within the next few turns. Because of the way the game rounds numbers, it is best to optimize your cities in multiples of 4 to take full advantage of the forge's 25% bonus. This is possible in most of our cities.
![]() Gettysburg's optimal is 16. We'll most likely pass the hill E-E to Antietam. In a pinch, we could get 20 until we chop the two remaining forests. After we chop the forests, we could still get 20 if we take the hill back from Antietam. Once we get Civil Service, this city will make a whopping 28 hammers per turn, 32 when constructing a building or wonder. ![]() This city gets a sub-optimal 14 hammers per turn, a better 18 if we take the plains hill from Chancellorsville, but it will probably stay there, since that city has more food with which to use it. Plan on 17 hammers per turn. ![]() Makes a cool 17 hammers per turn base, with the ability to pick up an extra 3 from plains tiles in a pinch. 21 hammers per turn. ![]() Food and hammer poor, this is mostly a commerce city. Still, 12 hammers per turn isn't horrible when it multiplies to 15. ![]() Our mfg king, this city can easily get 20 hammers per turn base, and will still contribute plenty of commerce with 8 coastal tiles, 2 cottages, and a 5gpt Silk plantation. At 25 hammers per turn, this will build a Trireme or Horse Archer every 2 turns or a settler every 4 turns! ![]() This city finishes its forge this turn, and will start working an Engineer specialist next turn. Eventually it will have 17 hammers per turn base, which will be 21 per turn with the forge. We will be able to train a couple 3-turn Horse Archers at 14 hammers per turn before we research Code of Laws and sneak in a Courthouse. ![]() Can only get up to 8 hammers per turn with the two grass hills, but still, 2 free hammers is better than nothing! 10 hammers per turn. Fort Henry has no manufacturing to speak of, and will need to slave its buildings and then work cottages. Shiloh is too callow to worry about at this point. |
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#1617
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Great post from Speaker above. I certainly wouldn't have thought about building a plains cottage at Fredericksburg, but that's the right play when training units so that the city can go from 11 [13] shields/turn up to 12 [15] shields/turn. Will make a noticeable difference there.
We also talked about how to deal with Jowy's email messages, and decided on this course: Quote:
My only fear is that this message might be a little too "Aidun"-ish with asking the other person to put themselves in your shoes, but ah well. Best I can do for the moment.
__________________
Sullla's Website: My writings on Civilization and many other games. "Alea iacta est." - G. Julius Caesar |
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#1618
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How not to win over an ally:
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I actually wouldn't have a problem agreeing to a NAP with him if he also agrees to a NAP with Korea. We don't want to sign a NAP with Greece and Ottomans, and then have our hands tied where they can go invade Korea while we sit idly by. That's the main reason why we don't want to sign one. |
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#1619
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Wow, it sure seems like that 5-on-1 dogpile has hurt the other teams more than it's hurt you. They likely got 5 teams against you to guarantee success of the dogpile, but their coordination was poor and it was really a 4-on-1 at best, which is certainly manageable (spelling?). Instead, they either destroyed their economy and effectively became a failed kamikaze victim (Dantski, Whosit to some extent), actually ended up losing core cities (Jowy/Yaz), or, at the very least, completely severed diplomatic relations with your team (Nakor/DMOC, athlete/kalin). The goal of that offensive seems to have been to take out a team that was starting to look like a huge threat to win, and instead ended up ending two other teams' chances of winning, and possibly a third team's chance of winning as well, whilst probably making a dent in your chance of winning at worst. Definetely not worth it for the other side, though I have to wonder what would've happened if that Legion came earlier...
What do you think would've happened if that Legion came just 5 turns earlier?
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Civilization IV sure runs like a dream on my new computer. |
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#1620
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Yeah, really disappointing message back from slaze. If we were to send a response, I'd probably want to write something like this:
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Jowy's message is easy, we just say that we don't cave to threats: Quote:
On the plus side, if Jowy builds a ton of Ancient Age units and we don't attack, think how silly his position will be longterm!
__________________
Sullla's Website: My writings on Civilization and many other games. "Alea iacta est." - G. Julius Caesar |
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