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

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RBP3 [Spoilers] Capac of Mali

In my MoM calculations I forgot about our bonus for being industrial. With the bonus, we only need 164 raw hammers. With 72 hammers from chopping and 36 from whip overflow, that leaves us with 56 hammers from production, which we can do in 7 turns. Of course this all assumes that we have workers available to chop everything on time.
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Turn 116

Sirian celebrates We love the PM. A barb Warrior moves onto the flood plains 2W of Steel Wheels, and Lady Jane kills it. Pasture and chop finished at Steel Wheels, it will grow and finish the Granary at the end of this turn.

Cottage finished at Paint it Brown. A barb warrior moves between Paint it Brown and Kalin's Burgers, and Jagger moves out and kills it.

Jack moved west towards the peak district to continue fogbusting, and ended turn next to a barb Warrior.

Switched Uberfish back to producing a Market. The Worker should be double-whipped into the MoM once we have marble. L'Wren is unmoved, she can finish a cottage at Uberfish this turn, or move onto the plains hill to mine it, depending on when we expect to get Marble. I've sent an email to PAT asking when it will be available.

I hired the Engineer in Sirian again, and if we leave him hired, the ETA for a Great Engineer is 10 turns.
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Carthage said will be able to give us Marble next turn, so I double-whipped the Worker in Uberfish and sent L'Wren to the plains hill to mine. ETA for the MoM is around turn 125 or 126.
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Turn 117

Sirian once again celebrates loving the PM. Jack defends against the barb Warrior and is at 2.9/4. Granary finished in Steel Wheels, Mint started. Worker finished in Uberfish, started Mausoleum of Maussollos. Requested Marble from Carthage.

Settler finished in Sirian, started Catapult. We could go for a stable here instead, but we should build one in Steel Wheels along with the HE so we might not need a Stable in Sirian, but we will want catapults.

Switched Blake to building Culture to delay completion of the Horse Archer until it can upgrade to a Knight.

At Steel Wheels, the workers finished a road on the Pigs and built a road on the Iron. This allowed the newly built worker from Uberfish to come in and put 1 turn of work into the Iron Mine. Next turn he should move onto the forest 3W of Uberfish to chop into the MoM, and the rest of the workers can finish the Iron mine. On turn 119, one of the workers from Steel Wheels should head towards the forest 2NE of Uberfish to chop into the MoM.

The Settler moved to the new city site. We need a name for the new city.

The MoM should finish on turn 126. We should also get our Great Engineer that turn, so we will be able to rush the Taj immediately (or when Nationalism comes in).

Krill suggested we use our Golden Age to build a bunch of Cuirassiers and attack Inca, which sounds like a fine idea to me. I think we should suggest that Babylon and Maya build up their forces at the same time, so that they can either take some territory for themselves, or at least prevent Inca's neighbors from coming to their aid.
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Carthage sent us their Marble, so I've ended turn.

The ETA for Nationalism is around turn 126, so it looks like the timing for everything will work nicely.
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Logged in to have a look around and was very happy with the situation nod

I did tweak a few cities: put Blake on a catapult rather than culture, fired a miner at Sirian in favour of a cottager (ha!), and did similar tweaks at Ruby Tuesday and Sticky Fingers (where I fired a Scientist to shave 3t off the worker).

Named a few units (newest worker is called Sabrina).

Not sure whether you factored this into the micro-plan for MoM, but we can always hire and Engineer at Uberfish if we need a couple more base hammers.
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Turn 118

Iron mine finished at Steel Wheels, and Sabrina moves onto Uberfish's third ring forest to chop.

At Paint it Brown, the workers started a different cottage instead of finishing the one they were working on, so that they could all be covered by Jones while Jagger heals.

I founded our new city. It still needs a name though.

Mint whipped in Ruby Tuesday.

Swiss, can you draft an email to the alliance encouraging Babylon and Maya to prepare for an attack around turn 137-140 to coincide with ours?
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I'll come up with a name for the city, and get in touch with Babylon and Maya about their situation vis-a-vis Rome & Azteca respectively. I don't think either is really set up for an attack (and Maya has loads of terrain to peacefully claim), but it would be good if they could gift us some troops.
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Meh: good you you covered the workers with the healthy Mace because, in an attempt to scroll though the unmoved units, I fat-fingered Poison Ivy to Explore rather than Wait and she moved 1SW, fogging the Oasis tile duh (explore order now cancelled)

Other than that, moved Richards out to the edge of our new city, Babylon Bridge (after the Stones' 1997 album ' Bridges To Bablyon').

Other than that, transferred all EPs to Portugal now that we have 43 on Byz.

Any chance of getting a chop at Steel Wheels on the same turn we 2 pop whip its Mint? I think that might get us an instant barracks allowing us to get right on with Heroic Epic.
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Misc notes:

Inca is spending EPs on us and is now up to 32 (against our 43).

City count:

8 - Mali, India, Egypt, Ottomans

7 - Carthage, Portugal, Babylon, Inca,

6 - Maya, England, Byzantium, HRE,

5 - Rome alright

4 - Azteca :neenernee

Krill's the big mover here, having just added 2 cities to the north of his empire. Little wonder that he's rushing in castle's here!
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