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We got the big metal dude, so our coasts are worth 2 times the coast of the commoners.
And another lucky spread!
I'm considering a big rush to Guilds now. I can work coasts for an economy, grow my cities, and whip a Phract army. I fear that I won't be able to produce the Phracts quickly enough, though. The only reasonable target is Jowy, because he's so close to my core. He has a large CY lead, and a pretty good MFG. I wonder if I can get Phracts before he can get pikes (before longbows seems like a pipe dream)...
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And done with currency too, to make islands cities really profitable.
Though I was hoping for something better in this particular island... Not worth the hassle to antagonize Jowy and settle here, I guess. The only spot with first ring food is really close to him...
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Place your bets.
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So that's 1 monster then?
Suffer Game Sicko
Dodo Tier Player
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Engineer. What's he going to do?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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(May 23rd, 2016, 12:59)pindicator Wrote: So that's 1 monster then? 
There's actually 7 monsters.
Moby Dick.
Thunderbird.
Gargouille.
Nixie, Bixi and Kathie.
And Cockatrice (which was sent to Professor Oak's PC). No Rattenkönig, though.
(May 24th, 2016, 01:16)Old Harry Wrote: Engineer. What's he going to do?
Bingo!
I have to think a little harder about it, but my first instinct is bulbing Machinery. It gives us +1000 beakers right now, and we'll grow pop some more before having to use the bulb. This is what, 15t of our breakeven research? Phracts 15t earlier sound like a good deal, I think.
The only early/mid game wonder still avaiable that I'd like is the MoM, but it'll certainly be gone before I finish Calendar. The other avaiable wonders aren't so hot and I don't even want to tech in that direction (like The Great Library and Aesthetics' wonders). The idea is to go for Phracts, if I want to win, I think. In that regard, even a detour to Literature, so we can build the avaiable HE, wouldn't be so hot. The turns we lose teching won't be recovered by a single city producing more military, I think.
Overall, I'll be without room to expand soon, I think. If I can assemble a decent sword/xbow/cat stack and leave some prebuilt HAs to whip after Guilds, I think I can have a good attacking force before Jowy (my natural target) has proper defences. I don't think he has Ivory, so no WE for defense (and I don't think anyone will trade it for him easily, since happies are so scarce all around), and his cities are closely packed and have little culture. His Capital is the second city from where our borders touch, so it won't be easy for him to defend it, and losing the Capital is always a big hit. The problem is that he has a lot of whipping room, since he expanded a lot. My hope is that his avaiable whips aren't very good...
Perhaps attacking AT or Molach would end up being better? AT has a good economy, but perhaps he'll make the mistake of chasing for all the economy bonuses and won't be ready for an attack. Molach seems to be taking things in the game very lightly and is probably the softer, more backwards target, though he's also the one further away...
I think I can already commit for a Phract attack, but I don't have a chosen target right now. So, the GEng will probably chill for a while, and then I'll use him for Machinery.
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Breakeven science and bulb values.
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What techs do you need for guilds?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
May 25th, 2016, 08:30
(This post was last modified: May 25th, 2016, 16:22 by Ichabod.)
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(May 25th, 2016, 01:10)Old Harry Wrote: What techs do you need for guilds?
From the top of my head, monarchy (1t left), vassalage, machinery (I can bulb 1080b from the needed ~1200b) and guilds. Plus IW and HBR for the actual Phracts. I'd also include construction in the "must" list, because catapults are important.
I also have another GP coming in a little less than 20t, which will be a Golden Age. It can help the teching + adopting vassalage (2 promos on the horses would be nice) + actually producing the units.
Overall I have 2 forges already, with 2 more being built. Some select few cities will have them, but most cities will grow on cottages/farms to be whipped. The happiness situation frightens me a bit, though. No wonder I had such a big fight with AT for the Rat King.
Interesting to note that I'll reach Guilds later than on PB27, without nearly as many detours and even considering the boost I've got from Oracle. But that map had more happy resources all around and all players were more developed too, so the relative impact of my guilds timing here will he higher, I think. Either that or I'm deluding myself with wishful thinking.
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Revolt turn, nothing to see here. Interestingly enough, Brazil is currently in its turn of anarchy. Hopefully we are not switching from Universal Suffrage into Police State, but I wouldn't doubt it. Actually, Brazil is more like Civ 3, since the corruption mechanic is ever present. Brazil's UA doubles corruption in cities.
Plans ruined by a barb; future plans; way more future plans.
I can finally grow the Capital again, into coasts and shops after that.
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