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RBP3 [SPOILERS] - Zara of the Ottomans

Ok, I've gone and changed civics to Serfdom and Mercantilism. I waited until England played and checked they hadn't moved any units that we could see. I'll have to rework the micro for the next few turns a bit, but I think we made the right choice. We've got 5 more turns until we can change back now.

I reassigned most of the specialists to Engineers. As a result of the civics swap we produce 306 beakers at 100% (down from 335). If we ran scientist specialists we could probably make up most of the difference, but I figured it's better to get the extra production. Time to tech Economics is still 3 turns. On the other hand, costs went up by a handful of gold (115gpt up from 113). Speaking of funding Inca still haven't funded us for this turn, hopefully they will before the turn flips.

The one place I didn't run the extra specialist is in Nemedia, running 5 specialists over 4 only reduces the time for the next GP by a turn and we can do that by running 3 turns at 4GPs and 4 turns at 5GPs. I've worked a grasshillmine there to try and get as many hammers into the university there as we can whilst still maintaining some growth.

Quote:The main problem with giving up slavery is that it could interfer with the Globe plan, which I believed you argued for not revolting in that case. However, if we don't need to whip anything for Globe for the next 4-7 turns then I agree on switching to something.

Yeah I guess I didn't think that through to well earlier. Since we need a few turns of growth in the middle of the whipping, it makes sense to be in another civic, especially since no other city is really in a position to be whipped at present.
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In an amusing twist of fate, it turns out that Maya built Uni of Sankore. lol

In fact, now I'm wondering if we should build ND naturally. It only takes 6 turns in Aquilonia, and if we chop some of the forests nearby it won't even be that long. We could also try and build something other than knights to get more overflow (we'll get cuirasers soon and building knights that will solely be upgraded isn't appealing). I'm not obessively tracking builds for everyone else, but it looks like Mali might another wonder shortly too (also their power is through the roof, Inca better get their act together or they're goners). There's quite a few high values for everyone else but that's probably for uni's.
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Done the turn. I didn't realize that the worker roading Koth to Khitai was meant to chop this turn, so now we have 1 turn into a road. smoke Apart from that, rather quiet. I switched Aquilonia to a Jannie, as knights will be obsolete in 3 turns and I'd prefer to build cuirasers then.

No comment on ND? I guess that means that no-one has any objections. lol Or maybe no-one agrees?
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Had a look the other day, when I put the signs up, 6 turns for ND is rather tempting. I'd be keen for it, and if we're not going down the mass upgrade cavalry path then I think it's probably a good idea. Worst comes to worst we end up with some extra cash, another alternative build is a uni since we need 8 for oxford and we can crank it out pretty quickly, but that's a whiles away in any case. I am a bit worried about going Wonder happy and letting the military rust, but I think we're good for the moment. Let's go for it, I'll change the build when I log in next. Not sure I agree with chopping it though, since Aquilonia makes so many hammer naturally. I'll see whether there's any difference in number of turns if we do get a chop in.

No worries about the road rather than the chop, may as well finish the road now. it needs to be done sooner or later, so may as well be now. I just wanted him chopping this turn since chops are only 2 turns in Serfdom, whilst roads remain 2.
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Ok made the change, The only civ to watch appears to be Swiss, they've got a build in their capital with around 375ish hammers in it, I think there are a number of university builds in a number of other civs. I still think it's a good choice to go for it.

With one chop we can reduce it to 5 turns in Aquilonia (Chops get full multipliers don't they?). There's a single forest which is in the third tier of Aquilonia (3W of the city) which is already pre-chopped. We should chop that on the fifth turn, I'll make sure there are workers in place to get that chop in. The tile is also 3rd tier from two other cities, but I'm pretty confident that Aquilonia get's priority, it might be worth moving a worker to that tile and mousing over the chop button to see where the hammers go and how many we get from the chop. I think we can get a worker to that tile and back onto their job without losing a worker turn. If you do this WK, just signpost the tile with how many hammers it says and where they go.
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OK that's fine. The fail gold if we miss ND could be useful at the least.

I'll see if I can record where the hammers from forests go.

Big news:

Quote:sunrise089: England/Carthage/Egpyt is offering us peace
peace with India/HRE/Ottomans
I think we should take it, since we can re-declare at any time
7:59 AM and right now, with the split between us and the reaction time, the timer couldnt rteally get any worse for us

Thoughts? I think we should take it too, if only to get rid of the timer problems. It would probably mean we are all still in a phoney war, but we'll probably re-declare with cavs when we get them (and prevents a cuiraser strike).
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Looked in game briefly when the turn rolled. We can shave a turn off ND if we work the plains hill instead of a farm (which i've done, ETA now T145). We'll also get Portugal's demogs in 2 turns and then we'll have everyone except Byz/Rome/Ruff (which don't really matter) and then we can spam them all on Carthage. smile

Also Mali are now 2nd in power (now we're 3rd BTW, India 1st). How they can get there and be building a wonder at the same time seems strange (upgrades probably). Inca have finally started drafting but I still think they're toast.
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i think i'd go for peace at the worst it would enable us to connect the furs and silks up for extra happys.

we could also get another city in north of Krills bad Ass, i'd prefer on the hill where the sign "or here" is. it won't have any food bonus's but it does have 9 grasslands to farm which after biology does mean we would be able to run 9 specialists there.
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I like the idea of peace if not only for the turn timer but what are the pro's and cons for accepting peace?

Pro's
  • turn timer
  • we get additional trade income from England / Carthage / Krill
  • we may think we can turn our thoughts back to infrasructure
  • we can redeclare at any time?? Not wait 10 turns is that right?
  • maybe this peace will slow down England / Carthage / Egypt's military build

Con's
  • they get a better import/export trade deal (doubt if material enough - but worth noting)
  • they can focus on another Cuddle member
  • it may allow them to focus on infrastructure and catch up in the game - not that we are ahead in any way
  • it will allow them to probably speed up their research

turn timer is mainly for sake of convenience and is really useful but I would just like to evaluate all the other benefits to CUDDLE and PAT before agreeing. We feel we are catching up on techs in PAT right? If this peace deal scuppers that, then we are back to square one and this whole early/middle game war will be for nothing other than benefiting those around us not involved.

If we feel that peace will not improve their research ability to stretch away then I am for it as the other items probably negate each other out +ve/-ve
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ad hoc Wrote:we could also get another city in north of Krills bad Ass, i'd prefer on the hill where the sign "or here" is. it won't have any food bonus's but it does have 9 grasslands to farm which after biology does mean we would be able to run 9 specialists there.

We should consider this and maybe get a settler out ASAP. Could always use it as a staging unit city and bomb it with a GA?
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