Is that character a variant? (I just love getting asked that in channel.) - Charis

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[PB84] Bing's thread

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As for plan to get to currency.... when I had 44 net income recently I 3 pop whipped a bunch of libraries.... temporarily reducing income to 27.... now back up to 50.

419 gold banked, so Currency is 9 turns away

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What do these 0s mean? I thought they represented the bonus to research from other players having researched them? But others HAVE researched some of these yet I see no number on any of these. Do I need alphabet to enable to bonus or something?
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Also, my empire is strangled at 6 happiness, I desperately need markets for their +3 happiness

And my main problem this game, as usual, has been lagging development of cottages
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There seems to be a bug with the mod's Known Tech Bonus counter, but I can't reproduce it right now.

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Given that markets are 150 hammer cost iirc, I might do 2pop whips of spear/axe to overflow into the markets

30 hammers from whip overflow, then 30 hammers the hard way, then 3pop whip to finish
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Currency was on turn 107, took net income from 50 to 77. Naturally i immediately celebrated by whipping and founding new cities but this has only taken net income down to 71 a few turns later.
island fur will be turn 111 and dyes turn 114, then iron working to get a couple other luxuries not long after that, meaning no longer capped at 6 happiness everywhere, which was awful.
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My scouts inform me that the others placed their fur island cities well before I did. Definitely a mistake there.
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Actually Tarkeel's fur town is only as developed as mine - very recent. Now I'm no longer happiness capped, I have to forbear from whipping.... I have a lot of core towns that are only 5 pop
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Superdeath only having 12 cities despite the Ziggurat UB is an oddity. Maybe he's trying to reach Knights as quickly as possible. 

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On further consideration, SD having 12 cities isn't that strange. I have 15, but:
 - One is pretty much worthless
 - One was built to grab dye/silk in the jungle
 - One was built to grow on generic grass tiles using a sheep tile stolen from a city that could now use the food to grow quicker
 
So SD just chose to have fewer, more effective cities. I do have two empty city spots that are good (one has fish, the other is in this screenshot), but it may take a very long time before this actually disadvantages SD. 
You can see how the area around my cap is more compact and will have an extra city. 

So maybe it wasn't a sinister plot from the very beginning... but he's probably gunning for Cuirs.

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Meanwhile MJMD's Mausoleum-boosted GA just started. And I only have 9 workers, so have to make another. bunch of lumbermills and farms to make
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TURN 123

just picked up Monotheism, this turn picking up Archery. Then Hereditary Rule and Feudalism. I really need a Great Person to then upgrade to Hereditary Rule, Vassalage, and Organised Religion, and adopt a religion, but this only just now occurred to me. So the Great Person and civics switch is 16 turns away....

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Xist is being a bit rude here! Though I guess there's no better place to park them. I wonder why the 4 chariots? Maybe this pic explains why I'm not absolute last in score. 

I also hope to overtake SD next turn in score. But both my neighbours are totally going to be able to crush me with cuirs... unless I keep managing to NOT WHIP. I ended up never whipping any markets, currently most towns are making markets still. And this is why I didn't bother to get Rule of Law yet - no spare hammers for the Courthouses.

I will feel so much better when I have some longbows and pikes inside castles. I still have two good city spots to settle, I have plenty of land and 1 lategame trait (FIN) and the Dikes for super-late-game... I just want to not get invaded, while also not falling too far behind on tech.

The problem is I'm the weaker neighbour for both my neighbour, as MJMD neighbours Tarkeel and SD neighbours Civac. And those neighbour-neighbours might both go after Xist as the weakest target.
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