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Thread Of Indispensible Trifles And Trivialities

Sian does not seem to be in charge wink, even if I hope he would. Just check the what is going on from civstats. Right after Sian had played someone else (Tasunke?) logged in whipped twice.
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(February 28th, 2013, 14:53)plako Wrote: Sian does not seem to be in charge wink, even if I hope he would. Just check the what is going on from civstats. Right after Sian had played someone else (Tasunke?) logged in whipped twice.

I think "Dark Lord and Master" can only be Tasunke lol I hadn't looked since HAK had played so had missed that till now.

That makes for a lot of whipping after the end of turn for TEAM - Sian had already whipped off 3 pop (on a single city), then Tasunke's done another 6 across 3 more cites.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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I guess Pling won't have time for a big T130 report. frown

This isn't exactly a substitute, but here are a couple more pictures from EOT129. Maybe I'll do a more extensive state of the empire report if there's a hail of lurkers clamoring for it. (In other words - if NobleHelium asks for it. wink)

The capital is done with its GP duties for now and back on full growth.




+27 beakers from free/settled specialists there, which is nice. Still a pretty respectable amount of plain old commerce too, though. Of course, the commerce number will drop once our golden age ends. Speaking of which; by working a particular set of tiles on T129, I set the capital up to both grow and complete its forge in four turns, just as the GA ends. It needs exactly 32 food and 60 hammers, and it's pulling +8 food and +10 hammers, multiplied to +15 with Bureaucracy. And I realize now that I didn't account for the OR bonus that it will get on the last two turns, so actually there's a little bit more leeway.

There isn't much need for hereditary rule on this map. Unlike everybody else, we haven't got furs, but we'll still have a happy cap of 17 here once the forge completes. Whales aren't far off either, and that wine is still farmed. (Side note: We've worked that farmed wine tile A LOT. And IIRC, the first farm turn there was among the first few handfuls of worker actions we ever made. smile) On the other hand, we are expansive and still about to reach the health cap. Fortunately, we haven't connected our wheat yet, so there is still some slack - even though we have no less than FIVE sources of wheat. lol

On GP duty, WIFOM is the next in line, and will pop its GP at the end of next turn.




45% chance of a scientist, who will go and settle in the capital. The most likely outcome is in fact an engineer. Ironically, we made almost no plans for that scenario, planning instead for the worst case where we need to manually build the Taj.




If we do get an engineer, I think we should keep following the micro plan in Deerslayer, but build the Paya instead of the Taj. That's 250 hammers less, which means we only need two chops. We can chop the two northern forests, and still keep five forests in range of Mai-Tai, for another wonder there, later. This change is trivial to make, but we'd probably want to juggle a couple of other builds around, too, to dump some failgold hammers into Taj before rushing it. It's not necessary to rush it on the turn that we get nationalism, so there is room for some milking, and also to move the GE to our desired location. Maybe Horse's Neck for the GPPs and culture, or Elephant Beer, purely for the culture. (Both of these cities are in the northeast on our close border with TEAM; in addition, Horse's Neck is our National Epic city.)

In a concurrent cultural drama, Ramune is fighting to assert its superiority in the far north - and winning.




Look at all that culture output! And when it pops its 60% ring next turn, nothing can hold it back.
If you know what I mean.
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Nice report and thank you for playing the turn.

If we get Engineer we should definately build Paya. I think even without Engineer we should at least consider building Paya in Mai-Tai instead of putting the hammers on fail gold. Getting to Theocracy alongside with the Nationhood would be good. Assuming war is coming we probably are building mostly military at that point.
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Thanks, it just occurred to me to post that in the turn report thread as well. smile
If you know what I mean.
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(March 7th, 2013, 15:44)plako Wrote: If we get Engineer we should definately build Paya. I think even without Engineer we should at least consider building Paya in Mai-Tai instead of putting the hammers on fail gold. Getting to Theocracy alongside with the Nationhood would be good. Assuming war is coming we probably are building mostly military at that point.

I think Paya would be a slow build in Mai-Tai even with two chops. I think our best option is to just spit it out in Ramune after the forge. In a GA at size 9, Ramune has a monstrous 32 base hammers. (Needs two more mines ASAP.) That's 80 hammers per turn after modifiers - Paya in 6 turns. Still hard to get it in time for the nationhood revolt. The timing will be perfect if we get an engineer though, completing Paya EOT136.
If you know what I mean.
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Is that the HG half-buried into your gold mine? lol
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What do you think, if I create a UN thread and put some bad-natured rant there to show up our moral superiority wink. It will have negative effect to our game alienating us from 3M, but this is one of those rare occasions when I feel like trolling would be quite a lot of fun.
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We could send them a diplo message asking if they have any catapults for sale. Also tell them that Gillette is stalling on our NAP proposal. Just to keep them informed, as per our agreement. tongue
If you know what I mean.
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(March 21st, 2013, 01:29)zakalwe Wrote: We could send them a diplo message asking if they have any catapults for sale. Also tell them that Gillette is stalling on our NAP proposal. Just to keep them informed, as per our agreement. tongue

lol
I have to run.
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