Is that character a variant? (I just love getting asked that in channel.) - Charis

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Oh, also Yes, the capital is currently at happiness limit from whipping (for another 7 turns). And I was already planning on making a Granary after the Settler is finished. We have a couple more turns until Pottery comes in, so that's why we haven't started a Granary yet.
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Good to know we're about average in expansion - I was just comparing with typical expansion dates in my head (though I usually don't have a war slowing things down).

The Fur city wouldn't block them off from settling in the spots you marked out. Could mention we're planning to settle it, or revise the border suggestion (if it hasn't already been sent). Seems silly to block ourselves off from a resource well within our reach when we're negotiating from the position of strength - just IMHO. smile

I agree that both those southern cities are strong options, though.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Yes, very good to know; I was worried about that, too, especially in comparison with other games. How do you know, though, HAK?

LP, your thoughts on settlement pretty much mirror mine. I think I'd like to cast my vote in favour of the Cow/Corn/Copper site; it's good and it anchors our nascent border with Gillette. The double-Wheat/Horses site will be an excellent western anchor down the road (but not too far down the road!). Are we all kind of on the same page with seeing this as a phase of rapid settlement and expansion, or are some of this thinking in more measured terms?
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(November 14th, 2012, 04:08)TheHumanHydra Wrote: Yes, very good to know; I was worried about that, too, especially in comparison with other games. How do you know, though, HAK?

LP, your thoughts on settlement pretty much mirror mine. I think I'd like to cast my vote in favour of the Cow/Corn/Copper site; it's good and it anchors our nascent border with Gillette. The double-Wheat/Horses site will be an excellent western anchor down the road (but not too far down the road!). Are we all kind of on the same page with seeing this as a phase of rapid settlement and expansion, or are some of this thinking in more measured terms?

Click on each team's name on the score section of the game. It will open the Diplo window with them. In that window, it lists the cities they have available to "trade". So that shows the names of each city except for their capital.

And yeah, I'm of the mind of somewhat rapid expansion. IMHO we need to always have at least one city building either a settler or worker, somewhere.
At this point, I'm thinking that after Animal Farm finishes it's current settler, it makes a Granary. And two options of there...maybe whoever has time can figure out which is the best maximization:
1. Whip the Granary, with overflow into an Axe. City grows while building Axe and then builds another Settler.
2. Slow build Granary, start on Settler. Whip Settler, with overflow into an Axe.

Basically the options will come down to when the city can grow during each stage and how we're doing with unhappiness.
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(November 14th, 2012, 04:32)HitAnyKey Wrote: Click on each team's name on the score section of the game. It will open the Diplo window with them. In that window, it lists the cities they have available to "trade". So that shows the names of each city except for their capital.

Right, duh, I do that all the time in single-player.
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I leave you in charge of the turn today. I'm in NJ and no time to play turn before we go off volunteering. I don't think there are any big decisions to make, but if u have any questions I might be available to respond on gchat.
If a worker finished road, he should just go road the other forest. We want to save chops for GL.
Might want to whip the lighthouse if that can be done this turn, and then maybe make a galley in meantime if no other good options. Then we can explore those other lands and also bfirst to circumnavigate.
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Edit: I played the turn. Here's a report (all images are from after I ended the turn):

First of all, on the international scene, apparently we're at peace with the Pirates. Did you sign this and just forget to mention it, HAK? Also, we now have trade routes with both Gillette and the Pirates, meaning the latter have repaired their road, and we can see what resources each has improved and connected:

[Image: Screen%20shot%202012-11-17%20at%2011.35.45%20AM.png]

(Gillette is Pacal and the Pirates are Mansa Musa.)

I continued our predetermined scouting and Worker movements; I thought this screenshot would help motivate us to shore up our border with Gillette sooner rather than later:

[Image: Screen%20shot%202012-11-17%20at%2011.31.13%20AM.png]

(Okay, this one is from before I ended the turn.)

I forgot to check if Opportunity can be whipped. I think I'd rather whip the Lighthouse to completion in three turns (once we're about to discover Masonry) anyway and overflow into the Great Lighthouse. Here is Opportunity:

[Image: Screen%20shot%202012-11-17%20at%2011.32.22%20AM.png]

Talking Parrot:

[Image: Screen%20shot%202012-11-17%20at%2011.32.36%20AM.png]

Animal Farm:

[Image: Screen%20shot%202012-11-17%20at%2011.32.14%20AM.png]

And our demographics:

[Image: Screen%20shot%202012-11-17%20at%2011.34.16%20AM.png]
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Yes, I had sent the peace treaty to Pirates that last time I played the turn and forgot to post such here. I sent them the peace treaty with a message stating that it's basically understood that we're essentially in agreement with our border...and all that's left is working out the final details.

The game wouldn't let me whip Opportunity anyway, even if I wanted to. For some reason even though it has a Pop of 3, and the whipping stated it only needed 2 Pop....the options wasn't available. But yeah, at this point I agree to wait another turn, to whip it the turn before we get Masonry. So the overflow can go into the GL. Then the two workers will finish the 3 chops on the forests. And we'll get the GL out pretty quick.

Everything else this turn, is as normal. Over by TP, I sent the worker to start the road on the Gold (though he'll finish it a couple turns before the borders expand so not sure what to do with him for those 2 turns). I also sent our warrior to a hill in the north just to get a little visibility. Forgot to take a screenshot before I logged out, so may do so later or you can just look yourself. Nothing beyond our expected seeing them having rebuilt that road we broke.

With Opportunity growing, it puts us back in the GNP lead:
[Image: Civ4ScreenShot0063.JPG]

We also need to start thinking what we want to research next. Like what our next path will be.
[Image: Civ4ScreenShot0064.JPG]
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Peace treaty: Okay, that's fine; I just wondered. I think our deal is pretty much concluded to both parties' satisfaction.

TP Worker: I guess we'll just have to put a turn into a road on another tile. Gold first is definitely best, though.

Research: Either Polytheism - Monotheism - Hereditary Rule (peaceful development) or Writing - Mathematics - Construction (planning to go to war). I prefer the former; we'll get at least one religion and a good shot at two, which we'll be able to shrine with the Great Prophet points we've been accumulating, and we'll be able to run Organized Religion for a substantial production boost, followed by Hereditary Rule to bust open the happiness cap and allow for upward growth or lots of whipping. As a side point, we could also build the Temple of Artemis, which is synergistic with the Great Lighthouse, if sucky on its own. We could always detour to Writing before Hereditary Rule, if we need to boost our research or we don't need the happiness quite yet. Organized Religion would let us build the Libraries quickly. Writing - Mathematics - Construction would be better if we want to launch a major war sooner rather than later, though as it stands we have a fair amount of room to expand, and we seem to have (restored) good relations with our neighbours. It would be a shame to waste those Elephants, though ... we should fight a war with them at some point if the situation allows. Maybe the Pirates will be set back enough that we can wage a war of conquest against them once our NAP is up. If we do fight them, though, it'll have to be once and for all, because they'll hate us forever if we declare war on them again. For now, at least, they seem sincere about being good neighbours. We'll have to see how things develop, but for now I recommend researching Polytheism next.

[/ramble]
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Played the turn. Whipped the Lighthouse....next turn the Great Lighthouse gets started.
Here's our current demographics after whipping the Lighthouse:
[Image: Civ4ScreenShot0037.JPG]
And what they looked like prior to whipping:
[Image: Civ4ScreenShot0036.JPG]

Upon ending the turn, had to choose the build for Opportunity. So this shows the getting ready to choose GL:
[Image: Civ4ScreenShot0038.JPG]

After next turn, we'll have to go 0% research for a turn to recoup some gold. So Polytheism will actually take us more than 5 turns. Hoping we can get it done in 6, but we'll see how things go. Thinking it'll probably take us 7 turns.

Also, while ingame I sent a diplo to Trolls with the Open Borders request. Stating in that message that it's for them to accept on their if we've come to an agreement, but they can feel free to decline it until things have been solidified. plako immediately logged in after me and accepted it (then grabbed me on chat afterwards to let me know). So they accepted it without any actual requirements from us. I'll move to the diplo thread for further discussion on this.

Next turn, the workers by Opportunity will chop out those forests.
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