Posts: 1,450
Threads: 14
Joined: Mar 2013
Yes u are reading the culture right, but hey atleast it can fit with our dot map, and by the time they get to us we might be able to get some infrastructure off of them :D
Posts: 1,450
Threads: 14
Joined: Mar 2013
Hopefully no one is connected to our "luxurious" land we are exploring and we can have it all to ourselves, although I do think WilliamLP will try to rush us and kill us before hand. Also the Moai City should be the barb city, as I count 12 tiles, and only one of them is ocean. Although unfortunately WilliamLP seems to be able to ship units over there.
Posts: 3,924
Threads: 19
Joined: May 2011
We've probably got neighbors connected to us somehow: I expect the northern ice stuff, which still had a ways to go, connects to someone, and this path might (Or it will connect to a "middle").
Pretty much anything we find, WilliamLP can get to, so yeah.
Scout died despite an 89% chance of victory. D: Pretty much ends any exploration we may have had over here for a while (We should get out an exploring boat at some point).
On the plus side...
David Buck founded AND, surprises of surprises, it doesn't bring us down from 80% science! This greatly helps our science rate (12 beakers -> 16 beakers). Buick is a fairly crap city, but at least the Lake is 3 food after a Lighthouse and it has decent commerce. It's slow growth means it is unlikely to be whipped often (Probably will for a Lighthouse), so it'll probably just stay at max size whenever it gets to it and work maximum commerce tiles (Two Grassland Cottages + Lake + Coast). With TGL this will be a decent early game source of commerce, at least (Size 4 will mean working 4 commerce from water + 2 Cottages, in addition to 3 TRs, with each happiness adding 2 more commerce).
More roading completed. Both Sam Walton and Standard Oil will grow at EOT and Standard Oil will produce a Warrior in 2T, while Walton will take 3T (But growing will knock it down to 2T): Buick is building a Warrior but will switch to a Lighthouse when we discover Sailing as we want the Lighthouse'd Lake ASAP for any kind of growth. If we have enough Worker labor we may want to farm the Grassland to get it to a decent size, then Cottage them after.
At our current pace, Masonry will take 7T BTW.
This power increase...WilliamLP's score went up this turn, is it a tech?
Wetbandit also had a mid-turn score increase: that may be their first city. We're on our third. Imperialistic!
Azza also had a mid-turn score decrease, so whipping.
Demographics.
Posts: 3,924
Threads: 19
Joined: May 2011
Thanks to overflow, Masonry in 6T, so we'll want to get some good overflow into the Ligthouse, probably work two Plains Hills when we get to Size 4 in 3T. We want to get as close to 30 hammers as we can without going over, so that we can two pop whip and overflow into TGL. Workers will be ready for forest chopping then. Both Warriors will complete EOT, by the way. What should we do in Walton? Build a Lighthouse until we can get Worker labor down there to chop? Or maybe built a Worker to help bolster our workforce, since we could use that?
David Buick switched to a Lighthouse since it needs it to do anything worthwhile.
Workers continue to road build since the chops need to go into TGL directly, which requires Masonry in 6T. I feel we should go Masonry -> Pottery (We need Granaries!) -> Hunting -> Animal Husbandry. Your thoughts?
Random fact: Capital's culture grows in 4T.
Here are this turn's graphs. BaII, could you tell me what you've got C&D-wise? I'm playing blind here.
Score:
GNP:
Production:
Crop Yield:
(We're tied with the leader, BTW. I feel VERY good about how we've played this opening!)
Power:
(Fortunately thanks to Copper and our frontline cities having a lot of food we can whip out Axe defenders easily and see any units about 3T before they can get to a city!)
Demographics.
Posts: 1,450
Threads: 14
Joined: Mar 2013
The guy is getting about 13 commerence, 8 of it is coming from the palace, the rest he is probably working on some cottages and a coastal tile. Also note, he did one pop which something, notice the score increase and the immediate decrease. That one pop whip was probably for a granary or monument in the new city, dropping it down to size 1, so most likely his captial is either size 2 or 3.
Also with the time gap between the two power increases, during the earlier part of the game he could have researched myticism, although that would be a rather weak opening in my mind, I think they start with Agri so it can't be that, the smaller power increase between the big period of time with no power increase at the beginning, is a pop increase, the one afterwards is him getting mining. Then he immediately grabbed BW afterwards(I was wrong on that part, it was BW not Archery). I'm guessing they don't have more than 1 worker, along with their settlement.
Posts: 3,924
Threads: 19
Joined: May 2011
Thank you for the C&D work, BaII.  With us having two Workers to his one and three cities to his two, you can see how our opening benefitted us. It sounds like the power is not anything to worry about for now.
Both of our Warriors have finished this turn and both cities start on a Lighthouse: Sam Walton will probably 2 pop whip it's Lighthouse in 3T, as it's whip anger goes away then and it'll help it grow. After that, maybe a Worker to run out the whip clock some.
Walton made Warrior goes to scout out WilliamLP lands, while the Standard Oil built one stays at home for happiness. Without scouting, there isn't much to say or add right now: We're basically trucking away towards The Great Ligthouse and sitting pretty.
The graphs that had changes this turn:
Score:
GNP:
And demographics.
Posts: 3,924
Threads: 19
Joined: May 2011
Too bad the weekend turns won't go up to whenwe get Masonry...still, we'll get pretty far. The anticipation is intense!
Pretty much nothing to say this turn, though. A Worker finished a road and everything is just moving along towards our goals. Ho-hum. Standard OIl grows EOT, Walton grows in 2T.
Decided to just go and post all of the Graphs we have since not much happened.
Score:
GNP:
Production:
(I feel this is a good example of why food is most important early on: By growing so fast, we can easily match/exceed the production WilliamLP is getting...but in addition, as we whip the Lighthouses at Walton and, when Masonry is in, Standard Oil, we'll get a whopping 120 free hammers on top of that, which is more than WilliamLP can possibly produce in that time. Also note we are above his production despite not working our plains hill or having a single mine!)
Crop Yield:
(Fun comparison: We have 33 food, tied for 2nd. Worst place only has 13!)
Power:
Culture/Espionage still tell us nothing, so here are Demographics.
Posts: 1,450
Threads: 14
Joined: Mar 2013
Also one more thing, do you know the 2 pop whip technician to get out 2 axes or spears?
Posts: 3,924
Threads: 19
Joined: May 2011
(June 7th, 2013, 13:54)BaII Wrote: Also one more thing, do you know the 2 pop whip technician to get out 2 axes or spears?
I don't remember what you have to have to do that, no.
Posts: 1,450
Threads: 14
Joined: Mar 2013
Alright so you know how an axe or a spear cost 35 shields respectively, yeah well, you try to put a few shields in to it, then 2 pop whip it, so make back to back axes. Just look at Sullla's latest youtube videos for Babylon, he shows off the trick a few times.
|