November 20th, 2012, 13:48
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Who the flip just jumped up 30+ points in GNP?!?!
I'm confused about them accepting OB without any conditions - I thought they considered it lopsided since we already have Sailing and are probably going for TGL?
November 20th, 2012, 13:57
(This post was last modified: November 20th, 2012, 13:58 by HitAnyKey.)
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(November 20th, 2012, 13:48)TheHumanHydra Wrote: Who the flip just jumped up 30+ points in GNP?!?!
I'm confused about them accepting OB without any conditions - I thought they considered it lopsided since we already have Sailing and are probably going for TGL?
Yeah, I don't understand how someone jumps 30pts in GNP. The team that did it is Gillette. When you log in, you'll see that jump on the Chart.
As for the OB, yeah same here. I didn't expect him to accept it until it was finalized as to what they were wanted from us in return. Which benefits us in deciding what to share. I also offered to have them give us some further direction of the scout, if there are certain areas near TEAM that they want some info on, but he didn't mention anything of needing that stuff. Since in his words: "We've most of the map info between us and TEAM. We've focused our efforts on that direction. You might need to ask passage a bit later either from us or TEAM".
So they already know most of the land over there. Which is obviously why they'd like to know a bit more about what is to their SW towards Gillette.
November 20th, 2012, 14:30
(This post was last modified: November 20th, 2012, 14:31 by TheHumanHydra.)
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K, at least for now, Gillette is looking to be the team to beat. What do you think of an alliance down the road with the Trolls to take Gillette down a notch?
Anyway, I was just looking in the game and noticed two things: one, we're putting a lot of EP into the Pirates for no apparent reason; maybe we should spread them out a bit more. Two, Opportunity is going to grow into unhappiness in two turns; maybe we should switch one or both of the seafood tiles to hills instead (would also help build TGL faster, though would reduce research substantially). Maybe once we're done chopping at Opportunity, we should build another mine for situations like this in the future (then we need to get on those cottages!).
I guess you agreed with my research plan, since you picked Polytheism. Did you have any other thoughts you wanted to add?
November 20th, 2012, 14:45
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(November 20th, 2012, 14:30)TheHumanHydra Wrote: Anyway, I was just looking in the game and noticed two things: one, we're putting a lot of EP into the Pirates for no apparent reason; maybe we should spread them out a bit more. Two, Opportunity is going to grow into unhappiness in two turns; maybe we should switch one or both of the seafood tiles to hills instead (would also help build TGL faster, though would reduce research substantially). Maybe once we're done chopping at Opportunity, we should build another mine for situations like this in the future (then we need to get on those cottages!).
I guess you agreed with my research plan, since you picked Polytheism. Did you have any other thoughts you wanted to add?
On the EP topic, I had been keeping them on the Pirates for the purpose of possibly trying to get enough EP into them to be able to see their research and stuff. So it's not exactly for no reason. Whether it's an appropriate reason....that's probably something we need to discuss.
And yeah, I saw that about Opportunity (btw, I'm not really liking that name much...let's come up with something more "animal" themed at some point). I figured we could wait another turn or two and then do that shift of tiles. Basically get off the food production right before growing, so that when the unhappy goes away....we'd only be 1 turn from growing. Also gets us the extra commerce for another couple turns.
As for Polytheism, I'm also a big proponent of getting an early Religion whenever possible. So that's my main thought behind going for it. I haven't put much thought into the research path beyond that. Other than that we may wan to start heading towards either Monarchy or Construction afterwards.
November 21st, 2012, 14:23
(This post was last modified: November 21st, 2012, 14:24 by HitAnyKey.)
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Turn 64:
The first two chops are in, along with the overflow...putting a lot of hammers into the Great Lighthouse for the first turn:
Capra is making his way through Troll lands to continue his exploration:
![[Image: Civ4ScreenShot0041.JPG]](https://dl.dropbox.com/u/92128515/CivDemogame/FromLaptop/Civ4ScreenShot0041.JPG)
Per their instructions, he'll be going N-NE next turn.
We get our Settler in two turns, so next turn our exploring Axe down by Gillette will turn back north (I meant to take a screenshot of what he's seeing, but forgot) so that he can get in position for protecting the settler/new city.
Everything else is going along as normal.
The only thing that I'm currently confused about is that I expected to see the trade commerce in Opportunity of it now having Open Borders with the Trolls. I'm hoping that it's just a matter of it taking another turn for that to go into effect. Otherwise, I have no idea why we don't have trade route income from them.[/size]
Demographics for anyone wanting to see them for this turn:
November 26th, 2012, 14:03
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So I forgot to post up a turn report after the last turn, but not much of anything happened. This turn however there is a good amount more to report.
First, the Demo's:
![[Image: Civ4ScreenShot0044.JPG]](https://dl.dropbox.com/u/92128515/CivDemogame/FromLaptop/Civ4ScreenShot0044.JPG)
Though for this turn, GNP will have dropped even further because after taking this screenshot we're having to go another turn of 0% research in order to regain cash.
Next up (and I'll post more about this in the diplo thread), I had a chat with plako again this morning. We worked out a bunch of details for a NAP and such, but for this thread the pertinent piece that I asked him about was for our scout. I asked him if he can move northward through their borders to get city visibility on one of their cities. He said ok, and that he would provide me some directions, but since I hadn't heard from him by the time I logged in I just moved him (hopefully he'll be ok with the movement). In any case, it gave us visibility of two of their cities:
But the annoying thing is that we STILL don't have trade route income from them. Can someone who knows the technicals of the game please explain WHY we are still not getting trade routes from them? I simply do not understand and it's frustrating me. We should be getting gold from them due to the Open Borders.
Our empire:
![[Image: Civ4ScreenShot0046.JPG]](https://dl.dropbox.com/u/92128515/CivDemogame/FromLaptop/Civ4ScreenShot0046.JPG)
In 2 turns we'll have our next new city. The Axe moves NW next turn onto the grass where we will found the city. The settler will get there and found the city on the following turn.
In the north, the borders of TP expanded after I ended the turn. So next turn that worker will start the Gold Mine. The western worker is making a mine on the hill by Opportunity (so that the city can have additional production while growing and things like that) and the other worker is roading to the new city. TP also produces his worker the turn after next, and he will help with the Gold mine.
I think next turn we should whip the Granary out of Animal Farm for 1Pop and have the overflow go into something. Do we need another Axe? I think that's really our only other option, unless we want AM to build the Pyramids...though that will basically suck up that city doing only that for a very long time (especially since we haven't built a Stone city yet).
Roadrunner (it's what I named the other scout) is still heading eastward through the center of the map. This is what he's found so far. I think SE-E might be his best next move. Either that or we send him something like NE-NE to get more towards the center faster. Thoughts?
November 26th, 2012, 23:29
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Trade routes: It just occurred to me that I don't think we don't have the ocean tiles SE of Gillette defogged. We might need their capital defogged too. I'm pretty sure the former will be the reason (I'm sorry I didn't think of this earlier). If anyone who knows better is able to answer, that would be appreciated (it's a game mechanics question, not an advice question, so I think anyone should be able to answer).
Animal Farm: How about a Settler or Worker?
Roadrunner: How about the Gold tile? Either way I'm easy.
Thanks for the update, HAK.
November 28th, 2012, 14:41
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I meant to reply to this yesterday but somehow completely forgot.
On the Trade routes, I suppose that could be the issue. That means I think Opportunity should made a Galley after it finishes the GL. I was going to suggest that anyway, to explore the waters to the west of that little island (which I've realized we didn't plan well enough...since we cannot settle a city on it because it's only 2 tiles from Opportunity). We might want to consider making two galleys one right after another, to get the Circumnavigate bonus. But we got time for that.
For AF, we're going to want the city to regrow so Settler or Worker right away is no good. I currently have it on an Axeman, and I think that's our best bet to really keep us up near the top in Power.
As you can see below, I agreed with the Gold tile. That's where I moved him:
I think next we go NE-E onto that grass hill.
Though NW is also an option just to uncover some of the area back towards Pirates, but that allows only 1 tile of movement.
As I had mentioned previously, I felt this was a good time to whip the Granary. We'll regrow in 2 turns, and now with the Granary we should grow again pretty quickly after that. And by then, (in 5 turns) we'll have the Gold hooked up so growing then will be ok even with the whipping unhappy still there. Then when that goes away (10 turns from now) the city will be able to grow to 5 Pop...or we whip again before then.
November 29th, 2012, 14:45
(This post was last modified: November 29th, 2012, 14:47 by HitAnyKey.)
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So I've been thinking about Opportunity. I think it will be the city to make our next Settler. The GL finishes in 4 turns (exactly, it's gonna finish with no overflow). It'll grow the turn after that (when I can put it back to working the seafood), and can build a Galley while it's growing to Pop 5 (we'll have the Gold online by then). Then it'll be able to crank out a Settler.
I'm also getting tired of this name. So I want to rename it as soon as we have the Great Lighthouse. Something related to our animal theme...probably something related to water or something like that. If you have any ideas, let me know. Otherwise I'll try to come up with something. We have 4 turns to decide.
As for what to do when we've made the settler...I think it'll be time to go get the horses (or stone). Big issue with the stone is that it's so far away. We'll have massive distance costs. We probably already have the highest distance costs of all the civs, and it'll get worse with our next city also being so far away near Gillette.
November 29th, 2012, 15:26
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No overflow - it's almost as if we had an awesome micro plan! Congratulations! (Remember to whip it if at all possible since we can't afford to let it get into enemy hands).
As for the name, I don't know if this would make sense to anyone, but in Ontario we have a place called Marineland which is a theme park/zoo thing featuring aquatic animals. It has a really annoying television jingle. Other than that, I got nothing (I suck at the naming - in one of the PbEMs I'm in, I still haven't remembered to rename my capital to our agreed-upon name after several weeks!).
Something makes me wonder if we should go grab the south-eastern site (with the double Wheat and Horses) by Gillette first and lock in our border. I'm afraid they'll steal the site.
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