I love how the turns are flying! Sorry I'm not able to check in on a nearly-regular basis; I did warn I wouldn't be able to make as much time for this game as I did last time, but that one was really a lot of fun too, and this one seems like it's off to a great start!
If you're right that Superdeath has a land route to us, then we're smack in betwen the two Khans: Genghis with Impis and Kublai with War Chariots! This after sandwiching between Tokuzulu dtay and ChurchillGreece GJ in our last game too! Remind me not to let you pick my lottery numbers ... you know, if I ever lose my mind and start wasting my money on lottery tickets for some reason.
(May 3rd, 2018, 10:41)JR4 Wrote: I`m still a bit concerned about going for a backline city as our second but lets see how it pans out.
I agree with this, and I should probably have made myself clearer that I wouldn't plant the current Dadaejin as our second given our tech path and surroundings: Sharing corn is good in a vacuum, getting lots of additional resources is good, getting another worker is good - but when nearly al the new resources are seafood and we're already commited to teching pottery before fishing, none of that actually works together very well: The new worker has no high foodhammer tiles to improve because (except for the second-ring copper and already-improved tiles at the capital) they all need workboats instead, and can't pay for itself by chopping because we'll get granaries soon enough anyway with Pro and the copper, and lacking Imp means there's nothing that's any more desperate to be built with hammers instead of food than Workers themselves.
Given that, our best move might well be to cottage that floodplain as you're already doing, and trying to take advantage of a high-commerce opening, especially if there's a first-to bonus we want that's reasonably within reach. (I can't think of one I'd target right away, but it's worth thinking about at least.)
Let's see if I can make some practical suggestions though:
1) I'd sugest naming the empire "Kara Iri" - apparently the Japanese name for the mainland campaign against China on which we're basing our naming theme. "The Kara Iri Empire" and then "Kara Iri" as both short name and adjective.
2) I would suggest whipping the Granary in Dadaejin before starting the Workboat. We want those granaries working for us ASAP. In fact, I think we want a
barracks before a workboat there, even though that sounds crazy. Part of the reason is:
3) We need more happiness, which I guess means we need to tech AH for the elephants (and to reveal horses, which will help with production, to say nothing of chariots). The Whales will help eventually, but first we need a barracks and ten turns and Sailing and a third Workboat. I should also congratulate Dark Savant on choosing the Correct Civ And Leader for what I've seen of this map so far. (Also arguably the Correct Civ and Leader for almost any map in RtR, but especially here.)
4) We need a plan to get our next Settler out in a timely fashion, but we also need to know where the Settler is going! We're probably going to need to chop into something, but I'd like that something (or at least one such thing) to be a barracks and/or workboat at Dadaejin after its granary, since that's another good way to make use of our early second worker: Turning Dadaejin's forests into hammers it couldn't have produced itself without the whip. (Once it has those clams netted, Dadaejin is going to grow like mad even when it isn't borrowing Busan's corn, and the place does not have much of a happy cap right now.)
5) Hereditary Rule could be really strong if there aren't a bunch of luxuries that I'm missing (because our scout spotted some and I forgot, or because it's hiding in the fog, possibly on islands).
6) This list is in no way exhaustive; it's just some stuff that occurred to me. Most important is obviously the first one, or rather that's the second-most important. Much more so is this: Even with my reduced participation, I hope you're having fun with the game!