Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[Spoilers] Ceterum Peter censet Carthaginem fore triumphatrix - Adrien + Miguelito

Yes because libraries are expensive and monuments could be the solution
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Good morning civ turn!
Our citizens are slaves now, so have a last look at at least 2nd place in pop:


Someone is still at 2/1 pop, maybe there's a plan behind this, but to me it looks like an error.
I fear I didn't adjust the mine tiles, doesn't matter anyway as we were in anarchy, but next turn i need to remember.
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Oh yeah I forgot we weren't in slavery. Kill those peasants whip
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(February 9th, 2015, 01:18)AdrienIer Wrote: Yes because libraries are expensive and monuments could be the solution

Thought about this, and I might agree. Just got aware that on quick speed the monument needs just 5 turns (thought it'd be, like, 7-8) to pop borders. At current rate, it takes us 3-4 turns to research myst. The copper spot should be worth it and getting that silver inside borders will also be nice. I had thought that besides the capital and the overseas spot (for the FP cottages), we would also like a library in Green Dot to work scientists (that would mean libraries in about all cities), but we can also leave GD building settlers for a while with its big food surplus and assign the scientists in Pfeffi when we get writing, a little later than I planned. I assume we still want that academy, though it isn't really 'early' anymore?
After researching Myst I'll feel veeeeery tempted to grab a religion... not saying I wanna do it, what I want is Mathematics + Currency + CoL, all awesome techs, just saying that it will be hard to say no...[quote='AdrienIer'

Oh and I really regret not having used the whip smiley in my previous turn report... well, still an opportunity to do so when we murder half our population during the next two turns devil
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turn played, report in the afternoon
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The hill with copper 2nd ring is grassland not plain right ? Not a 2h spot ? Then I'm in favor of growing it fast on the sheep then whipping the monument at size 2. Using GD as a settler pump then mine everything to turn it into a worker pump might be the way to go.
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Especially since the cap will want its corn back when copper city takes the sheep, GD will be more tight on food
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Looking at the new save maybe you should build a warrior in Pfeffi this turn and leave GD to 1 turn the WB next turn, using corn and sheep in the cap and the deer/crab in GD. That way we avoid losing overflow next turn (we'd be putting at least 21h into the warrior meaning only 10h overflow). It means the warrior will take a long time to reach GD again though, with unhappiness there, so this one or two hammer lost may be worth it I'll let you judge that.
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No actually the unhappiness would cost us 3 turns of a 1/3/0 tile, keep to the initial plan.

Commodore the starting islands are mirrored but the rest of the map isn't, right ?
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(February 10th, 2015, 03:59)AdrienIer Wrote: The hill with copper 2nd ring is grassland not plain right ? Not a 2h spot ? Then I'm in favor of growing it fast on the sheep then whipping the monument at size 2. Using GD as a settler pump then mine everything to turn it into a worker pump might be the way to go.

Yep, grass hill frown. Actually I would like to chop in the monument the turn we found that city (provided we have Myst by then, which I'm not sure of, because we are leaving the simmed zone now. The copper spot has 3 BFC forests on founding, at least one I think is worth using for the monument, I'd even take two, following immediately with the granary (which anyways might need a whip).
I will update the sandbox and start simming again once we scout our 3rd city spot, but right now it doesn't make sense I think.

My plan for the following turns (including 31, which I played before reading your post, sorry):
- Pfeffi builds work boat, warrior, probably another warrior (sending one over to third city) while going for size 5. Then a worker. Right now it works Corn and Sheep to grow within 3 turns. It's a bit of a shame to work the unimproved floodplains afterwards, but probably the best thing to do as no other food available.
- GD whipwhip'ed the galley this turn (and immediately grew to size 3). Next turn, it builds a warrior immediately, as otherwise we are unhappy on size 3 (oh yeah we need happy badly). Then, at least one settler (should take 6 turns with overflow if we don't whip). QUESTION: next turn the city will be without a warrior for 1 turn. Can the scout do MP duties?
- The third city gets founded. Here is a closeup of the settling site:


I'm still undecided as to which plains hill we pick for settling. Granted, first ring corn is good, but the inland site gets so many FP, more land tiles, and has immediate food with the crabs as well. If we go that way, I would mine the other plains hill while still researching Pottery so the city gets production, then start cottaging. The moment we get writing we want a granary there. Anyways, a lot is still uncertain because there are many tiles in the fog still. I propose to unload the warrior on the eastern plains hill. From there we get the most tiles to see, including complete fogbust for both hills. I'll upload the shot (or you watch yourself) and we can debate it.
Another question is what we do if we spot a barb on unloading. If it's an axe we run away of course, but what if it's a lion? Or a warrior? Do we take such a risk?
Btw yes, I remembered to turn on research after I made the shot, but it was a close one.

The last and this turn's demos, both after the respective whips. We dropped from 2nd to last place briefly (went back on third with the eot growth of GD).




After the capital whip, GD was even one of the world's top cities... now it isn't anymore mischief



Also, I've been speculating over the map a little.... when we set up this game I thought it would look like this:


however, this can not very well be the case. It appears more that we are playing on something like this:


But I just revised the setup thread and we definitely agreed on a cylinder. So I'm trying to figure out a balanced cylinder with the island we have scouted, but....


noideanoideanoidea
Maybe Commodore put a newbie protection wall of land around our island?
Anyways, if all the starting islands are boxed in like ours, I think this affects long term strategies in this game. Namely it is a lot more difficult to boat the islands (as long as you have watchtower islands on the mainland). I really wanted to burn Mardoc's Colossus with galleons, but this way it won't happen. I was expecting to play a sea-oriented game with Carthage here, don't know if this is still possible (at least our early cities are all ports, so the cothons will be good for sure)
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