What's an ETA?
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Turn 54, 1675 BC
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Nathan: not for me. As long as you say it's an estimate, as it may be possible that we have to safe some cash, but can also grow, and thus speed it up.
Normally, I would be very careful to give this kind of info to Vox, but they have given us a lot of info, and this is certainly one piece of situation report that will be useful for them.
DeepO
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I am thrifty, so if they asked for 8 and it's justified, we should give them 8. However, they provided us for free with a very valuable asset, which we wouldn't have got yet without them: contacts. This justifies a bit freeloading our research, and is much more worth than the miserable 2 gold of difference. So I'm fine with 10 too.
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Originally posted by nbarclay
Did the warriors see anything interesting when you moved them?
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First impression on the Score Graph:
- GoW currently has 4 cities, last one build a couple of turns ago.
- RP currently has 4 or 5 cities, precise calculation need a bit of graphic manipulation. In any case, their last city was also built a couple of turns ago.
- Vox probably has built it's 4th city too, if it didn't create a lot of territory (so very close to the capital). Otherwise, the temple in their capital and the size are what's increasing their scores, and they still have 3 settlers, most likely the next one being scheduled in the capital
Power:
- GoW is surprisingly powerless, I would think that either they had built some swords, or they had the money saved to upgrade warriors. It doesn't look that way... I would be very interested in a comparison with Lux or ND
- RPG is very powerfull, I'm a bit surprised. Even if they have already built their 5th city (their capital has food bonuses, we already know that), I think they are going for a fairly wide city spacing. Also, let's not forget that they're expansionists, they could have a big gold reserve from sold techs, and hut gold.
DeepO
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The whale is nice, but in order to use it we're going to need to shift our city placement plan a little: one of the desert cities needs to move closer. Best one would be the Southern one (#8 in previous plans), it will lose two plains to work, but these would go to BolderBerg. Otherwise we create a void on our Western Coast, where we lose tiles.
DeepO
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