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Chevalier Takes the Reins

Turn 39:

Finished Early Empire and place Magnus in Canberra. Policy swap from discipline to Maritime Industries, next turn start galley in Geelong and Ilkum stays since all three cities needs more improvements.
   
After finishing slinger and trader, both Canberra and Hobart starts builders again. My warrior nearby Brussels did attack once to make use of last turn of discipline policy card. If Brussels warrior attacks, then I can go for killing strike next turn.

Slinger did uncover a another nice 5 adjaceny coastal campus spot:
   
More importantly there is a another city state over there south of slinger, Pindicator probably already met this one.

Biggest news is founding of religion by TheArchduke:
   
The obvious pairing of DotF and Choral Music, although with excess faith Jesuit Education was also option. Note his pantheon: Earth Goddess, which means a lot faith.
Without doubt TheArchduke is going pick Monumentality and faith spam settlers.
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When does it say the next era will start? And are you shooting for a Golden Age?
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(January 9th, 2020, 14:11)Woden Wrote: When does it say the next era will start? And are you shooting for a Golden Age?

Generally it happens around turn 60 at multiplayer. Era change can start earlier if more than half of total players did finish either classical civic or tech.
But mostly majority do research useful things first instead beelining and I assume that not at least four players are beelining for horseback riding for example right now.
In single player games at higher diffculty AI get 2 starting settlers and some extra tech/civic cheat so they can reach Classical age very quick, often era change around turn 50, rarely around turn 40.

Therefore I assume that era change shall occur at turn 60 in this PBEM, which means at turn 50/51 a 10 turn warning before era change should pop up.
I have 12 points now, hopefully 2 extra next turn when I get barb camp if Brussels warrior attacks it. With 14 points I need 11 more for golden age.
Campus should give me 3 era points, if I manages be first to build galley, I get another 3 points, otherwise 2.
With current culture per turn, should hit classical government around turn 50 which gives me 3-4 points depending if certain government that I picks is first to be used by all players or not.
In most best scenario I should have 24 points at that moment.
I can grab final one point by either finding unmet player, chop and finish holy site in canberra for 3 points or research Mysticism after Political Philosophy to get envoy and put in Kabul to get 2 era points for being suzerain.
I think that it is safe to say that I am going enter classical golden age.
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(January 9th, 2020, 17:07)Alhambram Wrote:
(January 9th, 2020, 14:11)Woden Wrote: When does it say the next era will start? And are you shooting for a Golden Age?

Generally it happens around turn 60 at multiplayer. Era change can start earlier if more than half of total players did finish either classical civic or tech.
But mostly majority do research useful things first instead beelining and I assume that not at least four players are beelining for horseback riding for example right now.
In single player games at higher difficulty AI get 2 starting settlers and some extra tech/civic cheat so they can reach Classical age very quick, often era change around turn 50, rarely around turn 40.

I was looking for what the game says under the era screen. It gives a range of turns and in MP, the game usually follows the first number. Just curious if you guys are following the "turn 60" rule or are researching faster/slower.

Quote:Therefore I assume that era change shall occur at turn 60 in this PBEM, which means at turn 50/51 a 10 turn warning before era change should pop up.

Be careful with looking for a message, I believe it only occurs on Player 1 turn. Not 100% but seem to remember something about this.
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(January 9th, 2020, 21:10)Woden Wrote:
(January 9th, 2020, 17:07)Alhambram Wrote:
(January 9th, 2020, 14:11)Woden Wrote: When does it say the next era will start? And are you shooting for a Golden Age?

Generally it happens around turn 60 at multiplayer. Era change can start earlier if more than half of total players did finish either classical civic or tech.
But mostly majority do research useful things first instead beelining and I assume that not at least four players are beelining for horseback riding for example right now.
In single player games at higher difficulty AI get 2 starting settlers and some extra tech/civic cheat so they can reach Classical age very quick, often era change around turn 50, rarely around turn 40.

I was looking for what the game says under the era screen. It gives a range of turns and in MP, the game usually follows the first number. Just curious if you guys are following the "turn 60" rule or are researching faster/slower.

Quote:Therefore I assume that era change shall occur at turn 60 in this PBEM, which means at turn 50/51 a 10 turn warning before era change should pop up.

Be careful with looking for a message, I believe it only occurs on Player 1 turn. Not 100% but seem to remember something about this.

I did check era screen this turn and it says between 10-21 turns left, so at this moment we are currently set to change era at turn 61. I do recall seeing messages of turns before ending era in previous PBEM despite not first player.
But I don't remember 10 turns, I do remember 9 turns advance warning.

Turn 40:

Met the city state and it turned out that Pindicator didn't meet them and I claim another 2 production for buildings, districts and wonders.
   
Auckland is one of better city states, because it gives all coastal tiles one cog, combined with shipyard in harbor every coastal cities can become industrial powerhouses.
It wants me to clear barb camp within 5 tiles, well I am going give it try, need to move careful now with discipline gone. Need to heal warrior back to full health.

Geelong starts galley, it says 11 turns to complete, next turn pop growth and work with another 2Icon_Food2Icon_Production tile and it shall be 5/6 turns.
   
Dealt with barb camp and earned 2 era points and bought tile for Geelong's campus with spoil of war. Barb scout popped up at Geelong. It is one of 2 scouts that I did see earlier. If it is from camp I just razed, it likely is going suicide against Geelong.
Otherwise I can attempt to kill it with slinger from Hobart to get boost for archery.
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Turn 41:

Injured warrior nearby Brussels climbs upon jungled hill to heal there next turns, he did reveal another nice spot for campus:
   
It won't be another 7 adjaceny campus because rainforests give negative appeal towards tiles next it. I can chop both rainforests to raise appeal to 2 which gives campus 1+ extra adjaceny totaling 5 adjaceny bonus.
In far future build wonder or district with postive modifier next it to raise appeal to breathtaking, but it is a long term prospect.

Finished trader in Canberra and slinger in Hobart, trader placed in Geelong to start a trade route next turn. No worries about barb scout since he is going suicide next turn.
   
   
TheArchduke leads thanks Great Prophet and religion. Seems that Pindicator and me are only ones to founded 3 cities already, TheArchduke gets extra points for Lavra.
Seems that everyone are going enter normal or golden age, Cornflakes needs one more point and given Rome's culture he shall get PP before turn 61.
Suboptimal needs 2 more and it is unlikey that he manages to get dark age with 20 turns to go, there are many variables which you suddenly gains era points.

Pindicator did make a little jump in empire points, check GP screen next turn whether he did complete a holy site.
3 players already get 4 civics, good to see that I am keeping up with Rome's monument culture and Greece's barb culture farming.
Suboptimal is only one who completed 6 techs, did he find a science city state?
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Turn 42:

Barb scout indeed suicided against Geelong and I can make trade route safely getting currency boost and one turn faster completion of galley.
   
Also improved deer tile, raising GPT a little more. I might do chop of Geelong's forest for campus with new builder from Canberra  instead.

In west I kept scouting and caution for barb camp that should be nearby Auckland.
   
And I noticed HP of Wealth of Nations has dropped a bit, got hit by maurading barbs,

or....
   
Yikes, the one who did meet Pindicator earlier was Suboptimal's Nubia. I already said several times that I rather won't be Rome's or Nubia's neighbor due high rush potential from that two civs.

I shall observe how situation around Wealth of Nations develops. I don't know yet what Suboptimal is doing, a oppportuntisc rush to pillage, capturing a undefendend builder/settler using 3 moving archer or an determined attack.
At least Pindicator did burn 160 gold to buy warrior in Wealth of Nations, raising its strength to 20.
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Turn 44:

Chopped out forest, campus completed in 3 turns.
   
State Workforce shall be completed at turn 48, at that moment I shall complete Mysticism already.

Bronze Working instead Astrology since I want get iron in case that things go wrong with Pindicator.
I offered him DoF which he accepted and I sent open borders this turn. I intend to cultivate alliance between me and Pindicator against Suboptimal.
Some players did complete campuses already. I shall build libary in Canberra and campus in Geelong. I shall see whether it is enough for Hypatia, no need to bend my empire too hard.
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Turn 46:

Finished galley and gaining 3 era points, and galley just left the harbor when I noticed something:
   
A another island and more importantly a science city state borders! It turned out be Hattusa and I am first to contact them!

Geelong starts another galley and in 5 turns thanks finished stone quarry giving me masonry boost.
   
Next turn Canberra starts library and Hobart dumps a turn of production in something and at turn 48 start government plaza.
Builder next Canberra shall improve whale tile, need for some amenity in growing cities.

Pindicator accepted open borders, maybe I can help block Suboptimal troops?
   
I need more map information, maybe I can block choke point, slowing down Suboptimal.
If he wants to declare upon me, please do it. It gives me not only Defensive Tactics boost but also 10 turn 100%Icon_Production boost.
I might cause two little problems for Pindicator, I might block his defensive units instead which isn't my purpose.
Secondly you don't see due fog but a barb warriors are following my warrior, sorry Pindicator...
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Can you talk about your medium term strategy?  You're really good at building high yield cities but I am curious what your plan is as far as using those yields?  Or just keep building and see what happens?
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