Turn 166 - Question Time
Still no change, but the power graph suggests that azza is building some units. What those units are I don't know, but I know he is building them. Not particularly fast though.
I mean seriously, seven spears?Absolutely no threat if they attack me, but short of maces there is no simple way through them short of a huge stack of WE, cats and HA.
Next turn Sarmatian dies and I'll get a few more units another promotion. Most interested in the capture gold and the extra XP though.
Building a court house in the capital because I basically have nothing else to build except a settler but the settler would take too long to build to be of much use. I'll take the extra 2ept and 3gpt...
Boring.
Three more longbows to go...
Obvious...
I will get a settler out of Crapital in time for this galley.
The court houses in Crapital and GNAP are the last two to build on the peninsula.
Slave the settler at size 8.
More boring.
Stolen a farm from PRNGG as PRNGG does not need to use the farm every turn to grow to size 17. And I'll trade one production for two gold right now.
Missionaries ad infinitum now.
FP mark two. I want to farm the tiles south of PD and workshop the northern tiles, but I also want to farm north from PD towards NS for a short term boost to growth in NS.
Slaved settler. The overflow will be saved by building wealth until I want to build into the next settler then immediately slave it.
To slave or not to slave. I don't think I need the trireme this turn so I'll salve it next turn so I don't give up a decent tile to work. The reason I don't want to settle any further south than SG at present is that it would stretch my army too far, and would be fairly indefensible to a fast mover stack from azza. If I could take advantage of the removal of HA from Fuchsia I would consider settling it as bait, but I just lack the right type of unit to crack Fuchsia.
Grow on turns 167, 169, 172, and 174. At that point I want everything cottaged, and I have over 15 workers in range of PRNGG at the moment, so that is easily managed.
I'm building wealth whilst growing to size 9, because the forge doesn't seem like it would pay off well enough - note, this is a completely different decision to DP, and that is because I think I kinda screw up at DP. Slave settler for three pop at size nine.
I need to get these galleys out quickly. This galley will be built eot T169, and another eot T170. worst case scenario, I fort the rice and the plains tile named fort to get them out of the city, and load the galleys on one turn, and on the next turn move one over to the island to drop off a settler and longbow. The next turn I just shuffle galleys between the fort and the island city and no one can stop me short of a lot of triremes and caravels...and I'm not turning on tech until I have enough gold to research Machinery, Compass and Optics in one go. That means I'm not research anything until I have about 1500 gold saved. And By-Tor is probably not going off navy for a while...
I hate cities with no forests for granary chops.
More growing, more slaving...more settlers.
Boring...
Mistake here, should have built culture...
*whistles* Nothing to see here...
Someone asked me how I'm going to afford a bunch of cities. Simple answer. The only team I'm really behind tech wise is scooty. I don't really care about keeping up with them, I just need to take that island and then catch up as I get all of my cities grown. once they are grown, caste system and guilds are in play, workshops are strong enough to just build wealth and research to keep me solvent and build whatever I need. If I get to Democracy at some point then I can consider using Emancipation to swap over some cities to cottages. Until then, well, I just build wealth in a few cities. I have enough that I can grow to size 14 or so and sit on a bunch of workshops even without Guilds or caste in play.
See, I have over 50% more food per turn than second place. Growth isn't a problem. Hammers I'm ahead of second place slightly, so taking some cities off buildings is reasonable when I have no decent buildings to build nor need any units. And Guilds, and then Banking open up 75% in gold modifiers, which I want in both DF and Crapital and PRNGG, but aren't really needed in any other cities.
Still no change, but the power graph suggests that azza is building some units. What those units are I don't know, but I know he is building them. Not particularly fast though.
I mean seriously, seven spears?Absolutely no threat if they attack me, but short of maces there is no simple way through them short of a huge stack of WE, cats and HA.
Next turn Sarmatian dies and I'll get a few more units another promotion. Most interested in the capture gold and the extra XP though.
Building a court house in the capital because I basically have nothing else to build except a settler but the settler would take too long to build to be of much use. I'll take the extra 2ept and 3gpt...
Boring.
Three more longbows to go...
Obvious...
I will get a settler out of Crapital in time for this galley.
The court houses in Crapital and GNAP are the last two to build on the peninsula.
Slave the settler at size 8.
More boring.
Stolen a farm from PRNGG as PRNGG does not need to use the farm every turn to grow to size 17. And I'll trade one production for two gold right now.
Missionaries ad infinitum now.
FP mark two. I want to farm the tiles south of PD and workshop the northern tiles, but I also want to farm north from PD towards NS for a short term boost to growth in NS.
Slaved settler. The overflow will be saved by building wealth until I want to build into the next settler then immediately slave it.
To slave or not to slave. I don't think I need the trireme this turn so I'll salve it next turn so I don't give up a decent tile to work. The reason I don't want to settle any further south than SG at present is that it would stretch my army too far, and would be fairly indefensible to a fast mover stack from azza. If I could take advantage of the removal of HA from Fuchsia I would consider settling it as bait, but I just lack the right type of unit to crack Fuchsia.
Grow on turns 167, 169, 172, and 174. At that point I want everything cottaged, and I have over 15 workers in range of PRNGG at the moment, so that is easily managed.
I'm building wealth whilst growing to size 9, because the forge doesn't seem like it would pay off well enough - note, this is a completely different decision to DP, and that is because I think I kinda screw up at DP. Slave settler for three pop at size nine.
I need to get these galleys out quickly. This galley will be built eot T169, and another eot T170. worst case scenario, I fort the rice and the plains tile named fort to get them out of the city, and load the galleys on one turn, and on the next turn move one over to the island to drop off a settler and longbow. The next turn I just shuffle galleys between the fort and the island city and no one can stop me short of a lot of triremes and caravels...and I'm not turning on tech until I have enough gold to research Machinery, Compass and Optics in one go. That means I'm not research anything until I have about 1500 gold saved. And By-Tor is probably not going off navy for a while...
I hate cities with no forests for granary chops.
More growing, more slaving...more settlers.
Boring...
Mistake here, should have built culture...
*whistles* Nothing to see here...
Someone asked me how I'm going to afford a bunch of cities. Simple answer. The only team I'm really behind tech wise is scooty. I don't really care about keeping up with them, I just need to take that island and then catch up as I get all of my cities grown. once they are grown, caste system and guilds are in play, workshops are strong enough to just build wealth and research to keep me solvent and build whatever I need. If I get to Democracy at some point then I can consider using Emancipation to swap over some cities to cottages. Until then, well, I just build wealth in a few cities. I have enough that I can grow to size 14 or so and sit on a bunch of workshops even without Guilds or caste in play.
See, I have over 50% more food per turn than second place. Growth isn't a problem. Hammers I'm ahead of second place slightly, so taking some cities off buildings is reasonable when I have no decent buildings to build nor need any units. And Guilds, and then Banking open up 75% in gold modifiers, which I want in both DF and Crapital and PRNGG, but aren't really needed in any other cities.

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