Turn 177 - Some trades just canât be accepted
Annoying event. I paid to keep the forge, because I might need it shortly when I slave out several caravels.
52 gold per turn for 500 gold? Probably going to be declined but I'm not going to offer more gold, I now have a spare gems that I can offer as a sweetener. This gold will mean I can get Optics about three turns quicker, but if scooty aren't going to get aggressive I don't need it.
Once GNAP gets to 80 hammers in the settler I will steal the plains hill, to speed up UoS.
Keep on swimming...if this falls to someone else I will be able to research to Optics at 100%.
Nothing new here.
Save a little bit of gold then grow to size 11, swapping one plains hill mine for a plains farm.
Nothing new here...
The settler is currently at 56/100, so on T179 I can swap the plains hill over to Crapital, work a coast here and finish the settler eot T180 with no overflow.
If I get the UoS, I will want to get a monastery and temple. But that's about 12 turns away, so if I do not get the loan from Pingo I will be in slavery until about five turns before the UoS completes, I will have to slave the buildings out then when I'm more sure I get the wonder.
Missionary for TO, then onto a forge.
Aim is size 13, and I will be growing NS every two turns until size...12, I think, so it should reach size 13 on T186-ish.
For the horse city, then back to the court house. The second missionary in the build queue is a mistake that I rectified later on, never made any difference.
I'm going to try and grow PD by not working the plains hill.I might give up one river farm to Culture as well.
Another worker...it will be used to watermill WTF?
Nothing new here either. Might build a walls here though.
I need to find two workers to windmill the hills but I don't have any in the area...oh well. I need hte hill for SA though, that city is growing quickly but lacks tiles to work.
Size 14...work the farms then the coast. Size 13 works a hill, then after that final growth turn all the farms to workshops.
Swapped this over to a galley, so I will just one turn a bunch of units once I'm in the XP civics. If I don't get Optics until T181, then I will just about get the galley to within one turn completion. Really, I only need Optics immediately if scooty decide to sit in the straight, otherwise waiting a few turns isn't a bad thing to do.
Building a worker. I will leave it at one turn from finishing and then one poop slave it, and use the overflow to get a few more workers.
I saved the forge because with a pair of two pop slaves the forge will make 24 hammers, so I think the forge is worth paying 64 gold for, if those extra hammers gets me a third caravel.
Boring.
And here.
Yeah...definitely need workers here.
Again boring.
Wait and see where scooty go with their fleet before I hook up any tiles on the coast. The road is almost complete between southern cities and MP as well.
Yadda yadda.
Mistake, should have worked a grass forest.
I think I will have to farm the grassland 2W of TO and give that tile to SA, and take the banana to stop SA growing onto unimproved tiles.
The other dotmap here that enabled the SW clam to be used needed a city either 41 or 11 of MP. That then forces me to place FSx 63 on the coast for the above clam, or to place MP 6 or 7. I don't think either of these options are particularly good: the new city would not be a good production city with minimal tiles to work, compared to MP. If MP was settled 7 if would be crippled to provide tiles for FSx and the new city to work, settled 6 , again it has no tiles to work but requires an even large garrison to hold two coastal cities. Playing against a technologically superior enemy means I might not be the first person to frigates or destroyers and can not plan on defending at sea, and I do not want to have build another 15 units to hold a crappy coastal city, units that might not even defend with odds. Building another city for the southern clam is a strategic mistake based off the faulty logic that you have to settle for every food resource available.
Will chop the forests 89 and 1 to get the granary.
I will chop one forest for a work boat for this fish, and two forests for a granary. Might be one turn slow on getting the fish hooked but it will mean I can hook the fish at Cherrygrove more than five turns faster, by sending one of the work boats from Axe to it.
I need to get a workboat for this fish and a granary, and there are three forests. Obvious solution.
I'm currently making more EP than any other player, but Commodore with his spy bomb has the most EP total.
Back up to about 50% more food per turn than second place, and most of my cities are still growing.
scooty still aren't building units. I don't think they are going to throw a bunch of new caravels at me.
Pingo are enjoying the new workshops, but I don't know what yuris is doing. Maybe the same?
scooty have so few cities their costs must be miniscule. Still, They have about 120 pop, so losing Collosus must cost them at least 75 breakeven bpt...
scooty and yuris are growing though, about the same size economy from when I declared on Nazul.