T183 - Gotta Catch âEm All!
Hello Mick.
The last remaining health resource, offered for a horse. Payback to scooty for trying to screw me about as well.
And more commerce is never to be ignored. And I then offered Mick every spare resource I had that they lacked.
Dead barb...
Thanks Seven
I wouldn't have settled the city any sooner, but now I can hook the silver up through this city and get whales...I will lack spice, crab (trading for both with Commodore), dyes and incense (yuris has both). I have every other resource that I can currently see.
Still nothing new around here.
The stacks are almost identical to before.
Painful doing this, but it's time to get the navy into shape to go screw with scooty.
Mick have met no one but scooty and me. They must be having a really unfun game...
No Bureaucracy is painful. UoS will still finish in six though.
Getting there...
More anti-knight defences.
Two turn worker #35 or something.
After this, get a work boat for the whale but slave it for just in time delivery to the whale.
I gave up the grass hill to Crapital to speed up UoS, working a grass town instead.
120/120 forge. Then onto a monastery and temple.
Finally getting forges down about 100 turns after scooty...
Two more pop sizes then max hammers.
Last turn using that unimproved tile, and this is worker number #36 or so.
Another worker after this.
Next turn grow to size 7 then more workers.
About to get the lake tile back, and keeping SG between sizes 9 and 10.
Tum-tee-tum. Keeping research off for seven turns until this completes is trivial, but I think it's worth considering getting Guilds and Banking ASAP because Crapital and DF have nothing else to build of importance after the wonders.
Just keep growing.
Finish the galley, then trireme and then the caravel.
One pop slave. Worker #33?
Double slave next turn, it will defend the fish at MM/FS.
Yeah, double slaving this to go and explore, then back to growth. I don't fear scooty getting a navy around to this area of the map, so one N1 caravel to explore early is better than two 3 move caravels later on.
Slave hard. Once Sistines falls culture is going to flow through Saffron and it will get a few tiles back.
I seem to have a fixation on workers.
Boring.
Going to slave this next turn, the caravel and galleys should be in position to defend the fish by then.
Nothing interesting.
Every coastal tile needs chopping.
Grow TO when can't grow SA.
Focus on MP second, FSx is more important. But when you do get around to it, Granary>court house. Population is more important though, and you wonât have many worker turns for MP. Focus on getting granary chopped then the fp farmed.
DBP does not want to work any coastal tiles, so stop growth at size 9. Watermill both river tiles, but watermill the plains tile 89 first. Farm the inner ring grassland and windmill all of the hills. farm the plains tile 44 and workshop the grassland 12 of DBP. Do not bother farming all of the tiles, just plonk those tile improvements down as needed (you can figure out the order).
Complete the road to CF, then bring irrigation down from the river next to FS and spread it all the way to CF. Long term going to have the tiles 87, 88, 89, 66 and 4 of the city workshopped and the rest farmed, but farming some of those fuiture workshop tiles is fine.
Just get chop the workboat out then chop the granary then build the light house. Get the gold and silver hooked and worked and thatâs fine for here. The rest do whatever you want but do not worry about ignoring FD beyond the workboat and granary.
Fish at size 2, Mine at size 3, build granary then light house. Chop the forest then drop a workshop onto the tile 6 of CF, then send the worker to help with bringing irrigation down to CF. The tiles 9, 96 are farmed. Workshop the rest. Wingmill the the mine in around 30 turns to get to food neutral. Get a light house to grow on the coast to save on worker labour. Probably build Moai here, safest place for it.
Chop the light house then work the lake tiles to grow. Do not need much worker attention at all. Just time.
Five turns of decreased GNP, costing me about 270 gold total. OTOH, I then get a bunch of two promotion units to go screw with scooty. I'm happy with that.
Bureaucracy is the only thing keeping me in reasonable shape. Well, that, thirty cities and thirty workers.
Bunch of people have Guilds, but scooty are the only team with Education.
Hello Mick.
The last remaining health resource, offered for a horse. Payback to scooty for trying to screw me about as well.
And more commerce is never to be ignored. And I then offered Mick every spare resource I had that they lacked.
Dead barb...
Thanks Seven
I wouldn't have settled the city any sooner, but now I can hook the silver up through this city and get whales...I will lack spice, crab (trading for both with Commodore), dyes and incense (yuris has both). I have every other resource that I can currently see.Still nothing new around here.
The stacks are almost identical to before.
Painful doing this, but it's time to get the navy into shape to go screw with scooty.
Mick have met no one but scooty and me. They must be having a really unfun game...
No Bureaucracy is painful. UoS will still finish in six though.
Getting there...
More anti-knight defences.
Two turn worker #35 or something.
After this, get a work boat for the whale but slave it for just in time delivery to the whale.
I gave up the grass hill to Crapital to speed up UoS, working a grass town instead.
120/120 forge. Then onto a monastery and temple.
Finally getting forges down about 100 turns after scooty...
Two more pop sizes then max hammers.
Last turn using that unimproved tile, and this is worker number #36 or so.
Another worker after this.
Next turn grow to size 7 then more workers.
About to get the lake tile back, and keeping SG between sizes 9 and 10.
Tum-tee-tum. Keeping research off for seven turns until this completes is trivial, but I think it's worth considering getting Guilds and Banking ASAP because Crapital and DF have nothing else to build of importance after the wonders.
Just keep growing.
Finish the galley, then trireme and then the caravel.
One pop slave. Worker #33?
Double slave next turn, it will defend the fish at MM/FS.
Yeah, double slaving this to go and explore, then back to growth. I don't fear scooty getting a navy around to this area of the map, so one N1 caravel to explore early is better than two 3 move caravels later on.
Slave hard. Once Sistines falls culture is going to flow through Saffron and it will get a few tiles back.
I seem to have a fixation on workers.
Boring.
Going to slave this next turn, the caravel and galleys should be in position to defend the fish by then.
Nothing interesting.
Every coastal tile needs chopping.
Grow TO when can't grow SA.
Focus on MP second, FSx is more important. But when you do get around to it, Granary>court house. Population is more important though, and you wonât have many worker turns for MP. Focus on getting granary chopped then the fp farmed.
DBP does not want to work any coastal tiles, so stop growth at size 9. Watermill both river tiles, but watermill the plains tile 89 first. Farm the inner ring grassland and windmill all of the hills. farm the plains tile 44 and workshop the grassland 12 of DBP. Do not bother farming all of the tiles, just plonk those tile improvements down as needed (you can figure out the order).
Complete the road to CF, then bring irrigation down from the river next to FS and spread it all the way to CF. Long term going to have the tiles 87, 88, 89, 66 and 4 of the city workshopped and the rest farmed, but farming some of those fuiture workshop tiles is fine.
Just get chop the workboat out then chop the granary then build the light house. Get the gold and silver hooked and worked and thatâs fine for here. The rest do whatever you want but do not worry about ignoring FD beyond the workboat and granary.
Fish at size 2, Mine at size 3, build granary then light house. Chop the forest then drop a workshop onto the tile 6 of CF, then send the worker to help with bringing irrigation down to CF. The tiles 9, 96 are farmed. Workshop the rest. Wingmill the the mine in around 30 turns to get to food neutral. Get a light house to grow on the coast to save on worker labour. Probably build Moai here, safest place for it.
Chop the light house then work the lake tiles to grow. Do not need much worker attention at all. Just time.
Five turns of decreased GNP, costing me about 270 gold total. OTOH, I then get a bunch of two promotion units to go screw with scooty. I'm happy with that.
Bureaucracy is the only thing keeping me in reasonable shape. Well, that, thirty cities and thirty workers.
Bunch of people have Guilds, but scooty are the only team with Education.
