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Also, didn't mention it last night, but things are looking good from what I see. Third in the demos, in a game with a River of Blood not yet worn off and the Kurios? Possibly better than that, even, if we're balanced and the other civs aren't.
Something I didn't consider earlier - we're hopefully going to unlock Public Baths in the next 20 turns or so, right? Maybe happiness won't be as constraining as I think.
EitB 25 - Perpentach
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Nice job chasing the save around - I was beginning to lose hope!
Don't see anything particularly worthy of comment this turn, though. Keep on keepin' on.
EitB 25 - Perpentach
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This round took a while, indeed.
Took me a while to remember what my workers were supposed to be doing.
But here are our EOT demos:
Like you say, it's not bad. The mfg leader (WarriorKnight) is substantially behind in GNP. Of course, we won't be able to compete with the Kuriotates until we lay down another batch of cities. The only worrisome statistic is our power rating... still the lowest.
But hey: it's about quality, not quantity. At the end of next turn, we can start passing the bronze weapons around. At which point, unpromoted warrior goes west from St. Canard?
Dwarven Vaults: empty   .
July 4th, 2013, 17:03
(This post was last modified: July 4th, 2013, 17:04 by Mardoc.)
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(July 4th, 2013, 16:42)HidingKneel Wrote: At which point, unpromoted warrior goes west from St. Canard?
I think I'd rather send Louie. Wilderness is likely to have more chances to fight for XP, and copper should give us odds good enough on even unpromoted warriors to keep the goblins away.
Definitely should send someone out to let us dotmap that next batch of cities, though. Possibly someone south, too, although I'm not sure where a warrior fits into the build queues.
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(July 4th, 2013, 17:03)Mardoc Wrote: I think I'd rather send Louie. Wilderness is likely to have more chances to fight for XP, and copper should give us odds good enough on even unpromoted warriors to keep the goblins away.
I see your point. We stand a good chance of losing whoever we send out there... but the better-promoted our candidate, the safer he'll be.
Quote:Definitely should send someone out to let us dotmap that next batch of cities, though. Possibly someone south, too, although I'm not sure where a warrior fits into the build queues.
We've got a bunch of warriors coming up. Brutengrad's working a copper mine now, and St. Canard will be working one soon.
Both can build us some warriors while growing to their happy caps.
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New turn in. Twice as fast as the last one!
Not too much to report. Finished BW running 60% science. Next turn we'll stockpile gold, then we'll get started on Education -> Code of Laws, which I think will take us 8 turns.
Capital was at the temporary happy cap (until our dyes are connected), so I got started on a worker. God King + Ind + three mines nets us 34 hpt for workers in the capital, so that should be done in 2 turns with 10 hammers to overflow into the Deruptus. I'm thinking that when the worker completes, it goes to lay infrastructure for our Heron Throne city.
I didn't promote Louie this turn, so he'll still be healing. Let's send the redshirt instead. (We can send Huey after him, since Brutengrad produced another warrior this turn.)
Demographics:
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(July 7th, 2013, 07:27)HidingKneel Wrote: Capital was at the temporary happy cap (until our dyes are connected), so I got started on a worker. God King + Ind + three mines nets us 34 hpt for workers in the capital, so that should be done in 2 turns with 10 hammers to overflow into the Deruptus. I'm thinking that when the worker completes, it goes to lay infrastructure for our Heron Throne city. Yikes! That's a lot of hammers.
I'm not sure about preparing the HT city just yet, Fishing is still a ways off, isn't it? Although I suppose we're also limited by needing to keep our workers inside our military cordon and inside borders.
Quote:I didn't promote Louie this turn, so he'll still be healing. Let's send the redshirt instead. (We can send Huey after him, since Brutengrad produced another warrior this turn.)
I'm fine with that - but will point out the tradeoff. We get more, better scouting info, to help our REX. And we make it much harder to unlock the Titan, so we're probably not going to get it.
Of course, we've been very much focused on REX rather than military so far, regardless, so Titan was probably low odds anyway. And that's the right choice, in my book.
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July 8th, 2013, 19:12
(This post was last modified: July 8th, 2013, 19:12 by HidingKneel.)
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(July 7th, 2013, 11:04)Mardoc Wrote: I'm not sure about preparing the HT city just yet, Fishing is still a ways off, isn't it? Although I suppose we're also limited by needing to keep our workers inside our military cordon and inside borders.
Some relevant facts:
1) Our next settler is due in nine more turns (EOT 58). That's around when Code of Laws comes in, so the settler will be moving during our turn of anarchy. Consequently, having that settler spend an extra turn before reaching its destination won't cost us anything. This is a small argument in favor of not settling the Heron Throne site yet (if properly roaded, we could build a settler in the capital and then found a city there the next turn).
2) Assuming our Drama plan goes according to plan, I think our Heron Throne city should build culture until popping its borders, then push out two work boats to claim seafood, then start work on the Heron throne. It therefore makes sense to found approximately when drama comes in (assuming fishing is shortly after drama). Our next city will be out a bit earlier than that. But maybe that's okay: we'll have a few turns to work the corn farm and grow a few sizes.
3) Depending on where our next city will go, it may be difficult to contribute meaningfully to the infrastructure. We've already got a worker by The Money Bin who will have plenty of time to road the way to our pigs/copper/ivory site. And we've already got a bunch of roads west of Duckburg: it would take minimal effort to extend them out further if we wanted to settle around there. The only other site that looks appealing at the moment is due west of The Money Bin: we could use a lot of road over there. If we're not building road, we're limited to improving things within our culture: the Heron Throne site's good for that.
Quote:I'm fine with that - but will point out the tradeoff. We get more, better scouting info, to help our REX. And we make it much harder to unlock the Titan, so we're probably not going to get it.
My guess would be that Louie will have plenty of opportunities to beat up on barbarians passing through our territory before we tech Warfare. If we miss out on the Titan, I think it's more likely to be because of our tech path. (But I think we've got a decent shot at it, with early bronze, Ind, and plenty of hammers).
We seem to be back to our turn/day pace. Fingers crossed.
Our nameless warrior has begun his long and perilous journey:
Headed to get a look from that hill first, then we'll see.
Capital finished our worker. Will spend the next four turns growing two sizes and finishing the Deruptus, then start a settler.
The Money Bin will spend the next three turns growing two sizes and finishing a Temple of Kilmorph.
Running 100% gold in God King makes our demographics look pretty good:
Dwarven vaults: empty 
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Turn 50!
This turn, I grew two cities past the happy cap. But worry not! Next turn, we connect the dyes and make it all better.
Meanwhile, our exploring warrior is almost ready to see something new:
Dwarven vaults: empty 
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Turn 51.
The new exploration data is in:
Our own cotton! Not yet sure how best to grab it... probably we'll need the ability to pop borders to get a city that can feed itself AND grab cotton. That's okay, though: we've already got that cotton deal with WK until turn 79.
Also, it looks like there's a big lake to our northwest. With the jungle north of St. Canard, I guess we're not going to be fighting Sian for territory.
Connected our dyes. Capital and St. Canard grew a size. Demographics look good:
Dwarven vaults: empty 
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