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[Mjmd #60] Why even buy toys for kids?

T82

Got a big golden guy. Worth only 7gpt atm, but at least something. Maybe should have gone for GLH, but IND forges are a thing. Still I've done the thing I was out to do. Next wonder is Temple of Artimis. I'm not sure even in my extensive single player experience if I've built this more than once or twice. Its not a high priority wonder and computers snatch it up because they will build anything. In multiplayer its used primarily for its great person production, but even still I doubt anyone is even building for fail gold this early. It will give GP points towards both the types I want though. Would like a prophet, but merchant would bulb currency. If I don't get a prophet I'll likely build a temple and work a priest to increase odds for 2nd. 

[Image: YVfngVd.jpg]

You may also notice two new cities as of this turn.

Not sure why, but pig fish is supposed to be Sticks but I can't rename for some reason (tried logging in and out). My plan is to actually build Hanging Gardens here. 4 forest and plenty of hills and food. Other qualification is it can get up and running in time (two five food resources in this game is !!!). I guess if people have a more on theme HG theme name let me know and I'll try to rename again later.

Puddles is well, eh. I wanted more cities, but it had to be somewhere that didn't require culture. There aren't a lot of options on this map. The only really good one left is the corn deer up north, but I can't defend it atm. I need to work the whale for capital for 2 turns, but it works math wise anyways. 2 turns working forested hill for 8 hammers and then 6 turns for another 12 total 20 + 40 from chops = 60 for a lighthouse it grows to size 2. Another slow growing city, what you going to do. Once it has a lighthouse it will be ok. Work my new financial coast tiles well. Grow some cottages for capital. Eventually be a nice little production city. I could chop all  forests, but would like to leave the 1 forest for Sand Maoi.

Currently banking gold. I have forges and granaries to build so don't really need access to libraries. Get those prereqs.
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(June 25th, 2021, 00:15)Mjmd Wrote: Not sure why, but pig fish is supposed to be Sticks but I can't rename for some reason (tried logging in and out).

You already have a Sticks, on the other side of the empire.

Edit: Grats on the shiny guy!
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Yeah, Temple of Artemis is primarily used for GPPs in MP, but the constant +1 hammer and gold and 1-2 commerce per trade route is also a nice side effect that reduces the long term cost of the wonder and brings the return of investment down. By the way the reason you sometimes get 2 commerce per trade route is because of integer calculation, when you have trade routes with base values other then 1
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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(June 25th, 2021, 00:28)Tarkeel Wrote:
(June 25th, 2021, 00:15)Mjmd Wrote: Not sure why, but pig fish is supposed to be Sticks but I can't rename for some reason (tried logging in and out).

You already have a Sticks, on the other side of the empire.

Edit: Grats on the shiny guy!

That explains a lot.

That Sticks hasn't done a lot and is kind of just there atm, so kind of forgot about it!

Ok then. I need spam. What should replacement name be for that SE city? Here are remaining I think people mentioned earlier:

- tree
- puddle
- snow hill
- Forbidden places
- ruins or abandoned houses
- bed
- underneath things
- kitchen door - note slated for 'Tarkeel Filler' spot
- Snowball
- Stick
- paper
- Couch Cushions
- String/Rope
-Dirt
- underneath things'
- beds
-Wipes
-Ice Cubes

Or other suggestions.
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From recent experience,  watering can  (per Google,  is that the word you use?). Or any gardening tools,  really, but that one sticks out. 
And you've got another stick on your list,  your kids sure love those neenerneener
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T84

Renamed to Tools.

So mainly I've been good on stuff, but some errors are all colliding with me atm.

- My math on puddles forgot about growth...... IE if I want to both grow and finish lighthouse in 8 turns I need to work the crabs for 2 turns. This affects Sand growth.
-I should have waited one turn to whip Trireme in Sticks. I think it would have regrown on same turn to 3 that way. Also, just a lot of good tiles in that area, would have been very ok with Boxes working a inland sea tile instead of horse.
-A while back I put lighthouse in Sand to 32/60 ie a one pop whip instead of two. That is why I was going to two pop whip a granary. With working horse more turns Boxes will grow 1 turn slower and its super far away. Decided to 1 pop whip lighthouse in sand and then produce settler once it grows back to 4, which I want to happen asap. Again I hadn't planned on a settler from here, but want.

Basically I'm having to do some micro between some cities that could have been avoided / done better if I had been more on top of it.

Also, I swear this has nothing to do with Amica jumping to 10 cities and SD going to 9. Nothing at all. I'll show it eventually, but SD confuses me. His placement of his equivalent Sand and Puddles is just strange. Basically if you look at my picture on stone and 2E of horses. Like I guess his puddles can share the cow that way, but nothing with a lighthouse can work the whale then. I don't plan on my capital having whale very often at all once puddles has a lighthouse. And on the stone for the island means you get 1 city instead of 2 and he can't jump the line of ocean. I'll probably go settle that island soonish just so I can get 2nd ring culture down before he pops his 3rd ring border.

Edit: forgot to mention Amica went into Heriditary rule and Organized religion while those 3 settlers were on route, which  is kind of nifty. I'm still thinking if I want to burn some anarchy soon just for organized. Only natural spread I've gotten is to capital though so far, but maybe. Could do while I have two settlers in transit.

Edit: I may end up not working horse for a couple of turns, think Boxes growing 1 turn faster is more important. Again sacrifice some hammers I think is fine.
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T88

I'm last in cities AND I DON'T LIKE IT!!!!! To be fair I have a pair of wonders to show for it, but still......... Put two settlers in queue this turn. I do think I'm going organized after they both pop out. Main project it helps is pyramids, but will be neutral on ToA and will be very useful for future wonders.

Jowy settled city SW of 'Tarkeel filler', which I might also have to do something about at some point.
SD power is spiking, but I think its just units from having lots of production.

Lazteuq and I have been playing chicken on who will research writing last. I want to put a library in queue after settler in Rocks, so I lost.
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T89. SD double moved a galley to threaten Sticks...... I am not thrilled. Not like I don't specifically have a sentry so that if he doesn't double move I have more warning. Obviously Sand could be toast. I had the decision to play it safe vs whip settler in Sand. I gambled on this isn't a real attack by SD (mainly because SD will religiously attack 2nd half of the turn and this would have put him in 1st half) and whipped settler. I declared war and offered peace (accidentally offered cease fire first because my oldest son was on my lap, but explained that to SD so shall see).
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Note for Thrawn. MAKE SURE YOU ARE AWAKE BEFORE PLAYING TURNS!!!!!!

SD gave me peace.

BUT I was like oh ya I was going to switch to organized while settlers are in transit........ Yes yes you were. You were going to research it first though........ banghead banghead banghead  I switched into religion this turn, so extra turn of anarchy for me...... This is why you leave notes as well. I then also miss clicked a worker.
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T94

Quick report because its my busy time of month. Will do full empire overview next turn.

[Image: sqid1Ql.png]

Now why are there two galleys going north eh? Remember talking about how open borders makes attacking hard..... Also remember me talking about how 1 movers are kinda slow attacking on these long maps. Ya I see you. The more interesting thing is Lazteuq declaring war. I wonder if he had a scout like I did and did the same thing I did. IE I declared war and then offered peace this turn to determine intentions. My warrior will know if GKC continues north / if he stays at war. I'm one turn short from whipping out a trireme in time to block (if he is willing to sac his galleys that is). I can then chop out an axe plus I whipped an axe this turn in Water (I revolted to org still so won't be out until next but thats fine. Mind you I really don't want to use any chops there.

BTW I don't know when but JOWY HAS CURRENCY!!!!! GKC focus that direction PLZ. I think if it wasn't for being across from Rome Jowy with his late game traits is in excellent shape on this map as long as he gets cities up . I'll talk more about my economy next, but um its going to hurt settling 2 cities next turn as well as paying for organized.
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