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[Spoilers] darrelljs (FDR)

Declared war on yaz. I will do a large update post in about 6 turns.

Darrell
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darrelljs Wrote:Declared war on yaz. I will do a large update post in about 6 turns.

Darrell

Right. Wait, what?
I have to run.
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Heh-heh...just so I could continue scouting with my workboat. I've got 'em going in opposite direction hoping to get Magellan's, but my western boat hit a dead end frown.

Darrell
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darrelljs Wrote:Heh-heh...just so I could continue scouting with my workboat. I've got 'em going in opposite direction hoping to get Magellan's, but my western boat hit a dead end frown.

Darrell

You know you're an old-timer when you call circumnavigation Magellan's. smile

Hmm... That sounds like the basis for a fun civ nostalgia list - You know you're an old timer when...
I have to run.
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Funny enough I played civ 2 but never civ 3. So I don't consider myself an RB old timer but maybe I can be called a civ old timer (I played the original even) smile.

Darrell
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So I was toying around with the idea of using my tGL GM to bulb Civil Service. Here is the tech preferences:

Great Merchant:

Currency
[COLOR="Silver"]Banking
Economics
Corporation[/COLOR]
Metal Casting
Code of Laws
Mining
Constitution
[COLOR="Blue"]The Wheel
Alphabet (BTS)
Pottery
Sailing
Paper[/COLOR]
[COLOR="Silver"]Railroad
Industrialism[/COLOR]
Monarchy
Civil Service

Blue means I either have it or plan on teching/trading for it. Grey means I will lack the pre-reqs for it. I'd like to pick up Code of Laws early anyway for my half cost Courthouses. Monarchy is also key of course for Hereditary Rule. Wouldn't it be snazzy to crack out a fast Forge and bulb both Civil Service and Machinery to enable Maces?

Darrell

P.S. I also need to get Compass for Harbors, the key building for my civ.
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darrelljs Wrote:So I was toying around with the idea of using my tGL GM to bulb Civil Service.

I do this with some regularity. Said in general terms, CS is the Merchant bulb target once you've gotten all of Metal Casting, Monarchy, Alphabet, Currency, and Code of Laws. (Must avoid Theology to block Paper and avoid Guilds to block Banking.) It's not a hyper-fast slingshot or anything, typically happens roughly around 500 AD, but can be useful.
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Thanks T-Hawk...the idea did come from you originally wink.

I decided to send a quick note to Dreylin since he is the only player I don't have a trade lined up with yet:

Quote:Andy,

Just quickly dropping you a line. It seems Alphabet is going to be available soon and you are the only player I don't have a least one trade lined up, however small smile. I currently have in my tech plans Polytheism, Masonry, Mathematics, Monotheism, Currency. I am highly interested in Compass, Code of Laws and Monarchy. Anything really, but those in particular. Do you see any areas where we might intersect?

I have a workboat going through the Yaz/Ruff continent, I understand you and SL share space on the other side? Are you on the east or west side if you don't mind telling me?

Darrell
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Looks like I'll get CoL from Dreylin for what I already plan on teching, and I'll get Monarchy from Yaz already (duh), so my Maceman beeline is looking more and more plausible. ETA for alphabet is 13 turns, so I can get a Forge down in 15, and a GE in, err...40 turns? That stinks.

Darrell
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Ruff sent me a rather interesting treaty that spawned out of an IM conversation. I'm still waiting to do my "big status update" but one little nugget is that I'm out of room to expand. I have basically 5 cities once my current two Settlers plunk, and another 2 locations (one great, one pathetic). There is an eighth site that Yaz is disputing my rights to.

Now, I confirmed with Krill that our "arrangement" is limited to not doing what Yaz/Ruff did. We have an open ended NAP with a 13t cool down. His production is going to wonders and he doesn't have Copper, so in theory I could initiate the cool down in 13t when I have all the techs we've agreed to trade except HBR (which I don't care about), leverage my huge production advantage, take out the most dangerous player in the game, and pick up The Colossus and Stonehenge. It feels like my best chance to take down Krill.

The problem is Yaz. He's got troops lying around and by his own admission no room to expand into.

Just a little aside, one of the benefits of The Great Lighthouse is that it frees me to focus on production. I've got 4 boats out scouting right now, two trying to land Magellan's and 2 trying to identify good city spots. Knowing that I am fairly well bounded this early allows me to identify the need to go to war.

Darrell
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