February 10th, 2011, 02:07
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Contract sounds good (or Crossruff). Convention Card is also an option I think, barely sneaking in at 15 characters. Also, Cuebid.
For short-term micro, I think we are growing Blackwood up to 4, then whipping a worker. Alert should probably grow all the way up to 6 before whipping again, as it will have cottages appearing, and has stacked whip anger. Btw, I checked, and cottages indeed only take 6 turns to mature on quick. Also btw, we have that one cottage that can be swapped between Alert and Blackwood; we should make sure it's pretty much always being worked by one of them.
February 10th, 2011, 16:31
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Played t36; no surprises.
Alert should grab the cottage back next turn, as it just grew, and the horse tile that Blackwood has is better than a forest.
I sent one warrior off to defog a corner of GES's land.
February 10th, 2011, 17:27
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Sounds good to me
February 11th, 2011, 20:45
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Played the turn; started Math, switched the cottage to Alert, moved the settler to the future site of Contract, and I think moved the exploring warrior in the wrong direction. Still, we did defog some more ocean  . Moving the scout toward the rails so we can go defog more rails, mainly since I can't think of anything else important for him to do right now.
And, two others already have city 3 - luddite and Amelia. Amelia's also Imperialistic, so we have an excuse, but I'm not sure how to explain luddite beating us to a city as well. Hopefully it's a sacrifice on his part, not poor play on ours.
February 12th, 2011, 16:05
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t38:
Oops, looks like you clicked one too many times on the cottage tile. The governor was working a citizen instead! Oh well, not a horrible loss.
Since we had a new cottage, that cottage got swapped back to Blackwood (which was now size 4).
Next turn, the cottage tennis continues, since we whip Blackwood and Alert is now size 4.  Alert should keep growing to size 5 or 6.
I'm not too worried about our scouting units. We can send the scout north to GES actually, and the warrior can just cruise around defogging rails.
February 12th, 2011, 17:55
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SevenSpirits Wrote:Oops, looks like you clicked one too many times on the cottage tile. The governor was working a citizen instead! Oh well, not a horrible loss.
I do apologize! Next time I grab the save I'll be more careful.
February 22nd, 2011, 21:16
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Wild! A turn came and I played it.
I think we are over-espionaging someone and I forgot to move our spending elsewhere. Next time, then.
February 23rd, 2011, 07:49
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SevenSpirits Wrote:Wild! A turn came and I played it.
Wow! Now I've got to refresh myself where we were in the game - I think we'd just launched our tank assault on plako?
February 25th, 2011, 01:08
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Mardoc Wrote:Wow! Now I've got to refresh myself where we were in the game - I think we'd just launched our tank assault on plako? 
Exactly.
The following turn (40) arrived late today so I played it. Here is a screenshot to remind us all what is going on.
All three of our cities grew this turn. Now, Contract needs to work FP + a 2 hammer forest for 2 turns, then two 2 hammer forests, in order to reach 20h in the granary so it's whippable. Then we whip it and resume growth.
Blackwood probably just grows back to 4 so we can whip it. Alert grows to 6 before we whip. I'm guessing we'll simply be wanting another worker and another settler. Settler in Alert, bound for the stone, I guess? Our capital worker, Nada, can start roading that way after he finishes his current cottage, I think. Meanwhile the other two workers can improve around Blackwood/Contract.
February 25th, 2011, 08:07
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SevenSpirits Wrote:Settler in Alert, bound for the stone, I guess?
Yes, I think that's our next best site. How about Dummy for its name?
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