January 16th, 2012, 02:53
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The Roman HA is now up to 9xp, we just might be able to get our HE unit after all.
January 20th, 2012, 03:26
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Joined: Jan 2010
oledavy Wrote:I thought I was leading the pack on completing National Wonders We just need to enable nationhood now to capitalize on your early Globe.
Well theaters are cheap and give a border pop, hence why I've built so many of them. At last count I have 0 NW's though, so your still winning with NE though.
oledavy Wrote:In the northwest a Mongolian Galley popped into view. Speaker may have offloaded something onto that hill 2N of the praet, but more than likely he's just scouting out the area.
Probably just a scouting boat if he didn't offload anything last turn.
oledavy Wrote:I queued up a trireme in VI to move through X when the city is founded. Between that and Optics, we should be able to lock down that little sea, pillage the hidden fish, and blockade Parley.
Sounds good, I'd prefer not to get involved in a naval battle, but I don't think we'll get away with that.
oledavy Wrote:1. Why aren't you building more IMP settlers?
I've been focusing on infra and city growth lately instead. And most of the spots left either need more defense before settling, are not that great or in Shoot's and your case, too far away. We should probably settle ice 2 food soon because we can, and I can probably set V up to settler spam for you sometime soon, but aside from that there's no immediate need to spam settlers right now.
oledavy Wrote:2. Why did you revolt into theocracy when most of your builds are infrastructure? Additionally, OR would make it easier to spread Hinduism around.
Didn't really think this one through though.  Best reason is 2 promo melee out the gate, but your right that I'd get more out of OR instead right now. I not sure if I can think of a reason to switch back into OR though since I'll be getting Nationhood soon.
oledavy Wrote:WK needs some more workers pretty soon, if you do repurpose D'Angelo to 1t FW's could you send the first few down to him? With engineering roads they should be able to get there pretty quickly. Additionally, if you go this route, keep a couple to yourself and build the highway between our three civs that I marked out way back when, we could use it to facilitate transferring units easier, especially if WK starts sending me IMP settlers.
2nded, I could use some FW's if I clash with sunrise and I'd prefer to build settlers with IMP instead.
oledavy Wrote:We popped a silver resource!!! 
Oh hell yes. IV is now a little bit less useless.
Shoot the Moon Wrote:I also noticed that Rome has no knights, which because of their mobility on defense might be smart to get a couple out.
Agreed.
oledavy Wrote:The Roman HA is now up to 9xp, we just might be able to get our HE unit after all.
Is that the circum HA? If so, maybe we should consider pulling him back to make sure he gets 10xp. On the other hand I can make 7xp Knights no problem, and since we're in a race for circum I think we should keep him focused on that.
I'll be back in 24h, may or may not make it in time for the next turn.
January 22nd, 2012, 18:37
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Quick note for Rome: with the trade of furs to me this past turn, there were a few Roman cities that went unhappy. That won't be a huge issue since another fur is hooked up next turn so the unhappy citizens won't even get a real turn of being unproductive, but it does mean we need to check all those cities to make sure the AI doesn't assign those citizens stupidly.
January 22nd, 2012, 18:45
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Joined: Jan 2010
Shoot the Moon Wrote:Quick note for Rome: with the trade of furs to me this past turn, there were a few Roman cities that went unhappy. That won't be a huge issue since another fur is hooked up next turn so the unhappy citizens won't even get a real turn of being unproductive, but it does mean we need to check all those cities to make sure the AI doesn't assign those citizens stupidly.
What? I sent you my spare fur so I should still have one for myself. Not sure how that happened...
January 22nd, 2012, 18:49
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WarriorKnight Wrote:What? I sent you my spare fur so I should still have one for myself. Not sure how that happened...
uh yeah...about that, I kinda stole those before ending turn.
I saw you would have the third one hooked up next turn, and wouldn't suffer any "real" unhappiness - so I went ahead and made the trade to France to avoid unhappiness in one of my cities and allow me to move some MPs around.
January 22nd, 2012, 19:23
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oledavy Wrote:uh yeah...about that, I kinda stole those before ending turn. 
I saw you would have the third one hooked up next turn, and wouldn't suffer any "real" unhappiness - so I went ahead and made the trade to France to avoid unhappiness in one of my cities and allow me to move some MPs around.
Makes sense if WK had already ended turn (I assume that was the case, right?). As long as no one has to end turn with unhappy faces, it works out. But yeah, check the AI reassigning citizens.
January 24th, 2012, 20:12
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oledavy Wrote:uh yeah...about that, I kinda stole those before ending turn. 
I saw you would have the third one hooked up next turn, and wouldn't suffer any "real" unhappiness - so I went ahead and made the trade to France to avoid unhappiness in one of my cities and allow me to move some MPs around.
No harm done in that case, next time make sure you let me know if your doing it again before I suffer a heart attack.
Anyway, got visibility on Parley:
Only 1 archer defending at this stage is just asking for a sneak attack. Sadly the caravel will probably kill me next turn, and by the time I regain control of the ocean it's likely to have more than that. Definitely need Optics soon.
Still pretty good. Top 3 in every category that matters except GNP and 7th place for a funder isn't that bad.
XI (renamed to W as it's a border city) will be founded in 2 turns. I have plenty of units in the area (2 preats, 2 knights and a pike) and can't wait to work those floodplains.
January 26th, 2012, 18:00
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WK, do you want me to chop E-NE of Karkorum X with the worker I have there? Or wait until the border pop?
January 26th, 2012, 19:50
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Probably a good idea to chop it now, I don't need the hammers that badly and best to get rid of the defensive bonus.
February 6th, 2012, 20:07
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Threads: 20
Joined: Jan 2010
It's been a while, here's a couple of things I'm doing:
I've been churning out a couple of caravels from V to counter the blockade (which incidentally isn't very effective, only thing it's blocking me from is a unimproved fish) and put naval pressure on Parley. A blockade from me will hurt him much more due to that fish.
Against sunrise I'm building a road so a sentry Knight can get visibility on elo hell. I don't expect to find any good news since that's his cap, but visibility is needed before we can think about anything else. Was meant to put a pike defending as well but forgot, hopefully that won't come back to bite me.
First settler for dave finished EoT. I'll probably make 2 more and I'm not really sure what after that. Is there anything else you could use from me dave?
Globe is almost done, not sure when I'll switch to Nationhood yet but drafted AGG units are too good for me to delay it for too long. Also first town.
Starting to fall behind a bit, which while unfortunate isn't unexpected since I've almost run out of expansion room. On the other hand most of my new cities still need to grow given my high approval/life expectancy, so it's not all bad news, but I expect to continue falling behind as the game goes on.
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