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

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[59] Miguelito and Rusten move stacks to berimbau rythms

I'm OK with going calendar after currency already, we're getting +2 happiness to grow our cities before the GA with that. It's not urgent to trigger it, although caste will help a lot for borders. The extra happiness makes delaying HR trivial.

Currency-calendar-myst-med-priest-CoL - trigger seems natural to me, but of course first making some calculations upon reaching CoL to make sure we get feud and philo in time.

Slowbuilding a worker in cap seems alright if we're giving the fish to the island city (will have LH soon IIRC).

If Taoism is taken already by the time we reach CoL we can consider bulbing machinery instead as the amount of anarchy turns we require is drastically reduced, so FWIW I think I prefer keeping the capital GP pure engineer.
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Can't cover it all, but:

- I think we don't need the cap worker. We are freeing a few in the west. In fact I have a bit of trouble figuring out the logistics for them.
- Mjmd got his visible city razed by Ramk (we have no contact, but the event log says it was him). I imagine some sort of HA avalanche? We can entertain the idea of settling Mjmd's horse crab island, and our coppercorn plants should be safe from that direction.
- yes to waiting for caste with the border pops in the west, instead of libraries.
- somebody researched calendar, but we have nothing worth trading yet.
- tech path seems about right. We would take a shot at Confu though, if we get one after Currency, or not?
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Quote:- tech path seems about right. We would take a shot at Confu though, if we get one after Currency, or not?
I think perhaps not. We are so much more likely to get Taoism and going CoL first delays both happiness and the priesthood bonus to the tech. CoL is a priority for everyone, whereas philosophy is usually ignored.
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Commodore has found us with a wb from the NE and requests open borders to pass through. Declining for now.

edit: He's at war with TBS!
Good for more than 1 reason, but for right now it means we can likely find him with our wb for the trade routes as we're already in TBS' territory.

I see you're online. If you want me to reoffer OB right away I can do so, but we're not blocking Commodore from moving right now or next turn anyway.
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I guess in that case it makes sense to reoffer?
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Alright, I've sent it in return.
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So, Commodore seems to be right on our way, so OB will be helpful and possibly profitable. TBS has to spend some hammers, but those are just 2 praets and a spear, so he's safe. I'm glad that we don't have to whip axes. To the SE of the shot there is his 1 pop city of Haerbin which is number 15 on the list. We'll catch up to that next turn. It is also TBS who has Calendar, and he has silk, which I would very much like to trade for our spices. The Quarry tells me he'll build MoM, which we didn't want anyways. But of course I'd prefer somebody else to have it.

F6 shows somebody with HBR. Did you by any chance check after Commodore made contact? If not I'd assume it isn't him, why would he want horchers when he has praetorians. Mjmd seems likely, since he has an invasion to repel.

We are running out of city spots. 2 are left on the mainland, for which I'd start settlers next turn in Canoa (stone) and Viola (copper). With settling stone, do we fit in Masonry? (after Currency, sure enough, and likely Calendar) Marinheiro could then start on Moai. After those two, the next options are:
  1. Horsejungle island. You put a dot requiring caste, do you see it as significantly better than clam first ring? Because Marinheiro could start on a settler for the latter next turn.
  2. Wine island (SW, I don't think we want to touch NW). A sad place before monarchy (and after really), at least it opens 2 coast tiles for Canoa pre border pop. Need a galley in that sea first.
  3. Cheekily colonize mainland Spain's north. Dono has no power, but impressive GNP. I don't think so. We want conflict with him, but not now.
  4. Mjmd's junglehorse. Only if he actually collapses.
Overall this means that we likely stop churning out settlers pretty soon, at least assuming we don't go for 3.

I am working the cow in Canoa so it grows a turn earlier and can start on the settler. Bonfim has to work an engineer to finish the library, but I suppose it's worth it. From next turn on it gets max food sure enough. We can turn up research for Currency next turn (at least I think so, but actually 2 new cities are not factored in).
Corta Cana and Lavandeira are producing archers to backfill MP / liberate axes from that duty. Feels a bit unimaginative but I had no better purpose for them. Barracks in CC seemed to give less direct benefit.
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Working an engineer in a city that will likely never get a GP is really weak, is there no other way? I can have a look later. But we do need to turn on research for currency next so the library has to finish.
Likely it's better to start on the settler this turn in Canoa and then grow next turn (whip comes same turn just different order) -- giving cows to Bonfim this turn.
MP archers is fine, that was my other preference.
I'm ok with settling the clam first ring, but it does take a tile away from Marinheiro. Doesn't really matter until the endgame anyway so it might be strictly better even with caste. I don't think Marinheiro should get a settler now though, better to grow it a bit with the food surplus and slowly complete forge. I'll think about it next time I log in. I'd rather Levandeira go hard on the settlers (producing 2 back to back), it grows so quickly and doesn't have the coast available. The overflow for the first one should ensure an instant 2-pop whip for the 2nd with the forge.

What about just doing a settler in Corta Cana right now instead? It's at the happy cap anyway and has a forge. I think that's better than whipping one in Marinheiro. Should be able to finish one in 6 turns there using various mines.

No idea on HBR.
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Hm, yes your solution to the cow puzzle sounds better. Mind though that Canoa has to make the 10h into the settler, may need to take the mine for the turn. Are you going to log in, or should I try to?

Settler in CC would be 7 turns if produced without food surplus? But I want to whip the market there and grow, so I'd prefer the double settler from Viola ( I think that is what you meant, not Lavandeira?). It's not like we're in a hurry to settle that island either.
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Yes, I think I mean Viola.

Why do you want to whip the market in Corta Cana? I think you're too happy to whip away our coast -- same reason I don't think the worker whip earlier was correct.
I think it's much better to grow to our happy cap. We'll have whip anger run its course in 6 or so turns and then +2 from calendar shirtly after. I think we can easily reach 12 base hammers in CC, which is already 16 with forge bonus. That's 96/100 hammers in 6 turns and 13-14 base hammers should be easy too. This turn it may get some food converted as well, because I imagine we whipped the LH in the island city (which grows eot and takes fish again).

I can log in and do it.

edit: I want both the settler in CC and 2x from Viola. But maybe we only have 3 settling spots remaining (and we're already whipping one west)? In which case I'd go just one settler in Viola. EIther way I don't think Marinheiro should get one.
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