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[SPOILERS] Roland and Suboptimal Team Up

Now for next era. This is a tricky one.

Naval Tradition - Kill a unit with a Quadrireme - Highly unlikely.
Feudalism - Build 6 Farms - big priority with current round of builders
Civil Service - Grow a city to 10 population - Simply not happening i don't think
Mercenaries - Have 8 land combat units - A priority for Sub
Medieval Faires - Maintain 4 trade routes - Should be able to do this.
Guilds - Build 2 Markets - maybe able to do this but will need a lot of work
Divine Right - Build 2 Temples - capital and city 4
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Wonders

As many cities as possible need a wonder.

That's 2 Icon_Faith 2 Icon_Gold 2 Icon_Culture 2 Icon_Science each as a minimum.

here are the ones still to build.

Pyramids - under way at Goldson and a 5* wonder.
TOA - great for amenities and food. either Goldson or Tsingy city
Apadana - the capitals wonder and should yield 12 envoys eventually
Jebel Barkal - will yield 6 iron which is a bit unnecessary and 24 Icon_Faith per turn eventually and 16 immediately. This is EPIC
Hanging Gardens - OK wonder and pretty flexible so can be used to get a later city with the bonus 2 Icon_Faith 2 Icon_Gold 2 Icon_Culture 2 Icon_Science
Great bath - OK again in the right place but really for the 2 Icon_Faith 2 Icon_Gold 2 Icon_Culture 2 Icon_Science
Great lighthouse - bit of gold and extra movement for units. Some real value here with oracle, colossus, oracle and pingala in my cap i will be getting 10 GA points per turn here alone.
Colossus - gold trade route and GA points great in cap.
Oracle - great wonder in cap for faith and great people points.
Machu Pichu - will be a long build but want to try for this at city 4 as my map really works with it in place. I can get a +8 IZ with it in city 4.
Terracotta army - good for the 2 Icon_Faith 2 Icon_Gold 2 Icon_Culture 2 Icon_Science but also for the promotions which also go to ships. Want this as late as possible without losing it.
Great Library - not sure i am getting any boosts from it but the science and GS points are valuable.
Mahabodi Temple - absolute baller 2 free apostles and all that taht brings plus 4 faith per turn. + 2 envoys as building at cap.
Mausoleum at Halicarnassus - the city 1 west of my cap has about 12 coast tiles. this will yield huge amounts Faith Culture and Science here. The extra GE charges should be worth something perhaps a lot.
Petra - city 5 will leverage petra and Great wall into some epic tiles and huge gold.
Coliseum - 2 culture in every city aroind it will man 12 culture and 12 amenities as well. great stuff.

all for the cost of 12 workers or so.
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Having gone through everything, here's my take...

Tech Pathing

I think you should likely be working on Currency rather than Celestial Navigation. You can research it now, get it to eureka + 1 and start working on the other techs in that branch. I think Commercial Hubs have more use for you than Harbors, mainly because you'll be able to better use merchants than admirals. Likewise, with inland cities Comm Hubs are going to be where it's at for you.

Shipbuilding's eureka will be in on Turn 62 - my time to complete will be one turn once the age rolls. My tech path is Shipbuilding (complete T62), Masonry (complete T63), Celestial Navigation (complete T66 or 67 depending on Masonry overflow). After that it's Archery for me, then likely Construction for lumbermills.

You're likely going to outpace me on eurekas for the time being.

Civics Pathing

I think your current path is fine, though I wouldn't detour for Military Training - get Theology for temples and apostles before you tinker with that. Again, I don't see Harbors as your primary focus - you only need them where you're intending on putting wonders and nothing in requiring a Harbor is "must have now".

Recorded History will complete on Turn 66; you'll get the boost then. After that I'll be working towards PP myself. Defensive tactics will take another 7 turns at my current Icon_Culture yield, PP is another 11 turns after that but will likely by 9-10 by the time I get that far. Guilds should be easily doable for you if you go with Commercial Hubs over Harbors.

For other boosts I should be able to land Naval Tradition and complete the tech before you unless it's first column in the Medieval. There's a barbarian quadrireme somewhere SE of Brussels and I'll be getting out my own quads soon enough. We'll know where Mercenaries is in 7-8 turns - that's how long it should take me to build five more land units. Otherwise I think it's going to come down to how the tech paths work and what's where. Here, too, I think you're going to wind up landing most of the boosts first, especially since my path needs to be a beeline once Mercenaries is found.

Wonders

The "must get now" in my book are TOA, Oracle, Pyramids and Petra. TOA will help with the Icon_Food situation but it's low Icon_Production cost should allow you to only put 2-3 charges into it and then complete it with native production. Colosseum brings up the rear of that list. I think once you land those five you've built the ones that have the most utility to others. While it would be nice to have the entire list I think you/we work towards the most critical ones first (highest payout) and backfill from there.
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
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Tech path agreed on CH but my big issue is i have so little river side real estate i have almost no where decent to put them. I will look again but am really struggling. I know it is the correct path.

On civics that is the plan for sure. PP then through to theology asap.

Wonders those are the top 4. maybe add Jebel as really good. Apadana just makes sense Coliseum will be late anyway but is perhaps a bit better than you give it credit for.

later going to plan out each city now i have a list of things i need.
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Next step what builder actions do i need and have available.

i need

5 farms.
5 chops
4 mines
2 tea
6 pyramids
1 chocolate
1 diamonds
3 lumber mills
6 apadana
6 Mahabodi.

39 in total.

i have 1 builder and 3 building.
1 from pyramids.

total 25

need to build another 2 and buy 1 with faith.
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[Image: D5Y9mgP.jpg]
[Image: TeJKQNr.jpg]
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The man in black fled across the desert, and the gunslinger followed.
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[Image: D5Y9mgP.jpg]

OK Allan McGregor

finish worker > worker > walls > Water Mill > Temple > settler.

3 chops available for about 140 production.

worker 52 production.
wall 40 production
water mill 80 production.
temple 120.

at production of about 12 a turn that means settler starting in 12 turns. which is ok.
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James Tavernier

worker - worker - spear - archer - archer - University.

1 chop available yielding 45

workers 78 prod.
spear 33
archers 60
university 90

Probably 19 turns which means Settler before university which is again ok. starting in 12 turns then.
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Connor Goldson

Pyramids - worker - granary - GP - ancestral hall.

1 0r 2 chops available 45-90

pyramids 22
worker 33
Granary 49
GP - 75
Ancestral hall 150.

21 turns. not ideal but this one can then pump out settlers fast and is in line with new cities all getting a settler.
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[Image: NiSRKmo.jpg]

City 4 will build walls then HS and Shrine into temple.

Try to buy granary and water mill here as well as get a trade route in place.

Should found in 2 turns. Will work the wheat with pop 1 and Chocolate for next 2.
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