Harry - good point about Dissidentville. We had contemplated this way back when - but you are right - if we are going to do it - we should do it soon. And pop rushing is the only way we are going to get anything built there with the current shield production and corruption levels. We should map out the projected pop growth and possible scenarios.
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True. I think we should try pop-rushing a temple to get the cultural influence.____________________________
"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
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I was thinking of a temple as well. The expansion will get us the other iron deposit, and unless GS puts a city down adjacent to it, we would hold onto it for a long while.Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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Turn played - and I screwed up last turn. The previous turn started with one turn to go, and yet when I started up this turn, it still said one turn to go. So, I played the turn, and then went back and replayed the last turn to see what went wrong. I was doing tinkering with the citizens, as mentioned. After each citizen move, I would go back and check that I had not affected the one turn to philo. Until after the last adjustment. That bumped it to two. I have written nathan of GS with my apologies, and explaining my error. They will not be happy.
This turn - granary in two from The Voice, and settler in either 4 or 5 after that.
Worker at Elipolis moved to the other forest tile. He will be done in 5 turns, which will give us the 30 shields necessary for a galley.
Moved the Lux worker down to one tile north of the iron mountain, where the road is being built (one turn). He can move onto the mountain next turn, and build a colony the turn after. The worker on that tile can move with him. The road building worker needs to head north. Lots to do up there.
Witt City grows in two turns, and is 12 from barracks. That will speed up with the pop growth. Probably 8 or 9.
Let's hope we can keep peace around us for another 20-30 turns. That will put us in a better position. A few more cities - and some more troops built. Our iron source is very exposed - GS need only cut the road. One plus is that I don't think they can see the iron source - so they may never realize we have it hooked up. They will be expecting a city - and to see its borders. The colony will remain hidden unless they move a lookout around
It is still not too late to get the iron via city as opposed to using the worker for a colony, but as we have seen, those southern cities don't do much. Building a city over the moutains would in essence just be a colony - except for the one shield production. It would appear to be a waste of a city this early, when each means so much. Any comments?
And sorry about the research screw up. Jon - please make my apologies if you are talking to them.Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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Yes - that is what I thought we had agreed to as well. In which case - trying to rush and expand Dissidentville's borders should not be a high priority. It would still be nice though.
And btw- with literature, we can now build libraries at 2/3rds the cost of temples. (40 shields vs 60)Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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1325bc turn played.
Philosophy completed, offered and accepted to GS.
Started Polytheism - 23 turns.
GoW had offered map making - not accepted. I offered back literature and 40 gold. I suspect this will get rejected as I figure they are getting literature from RP.
I offered literature to Neu D - unaccepted - and will use that as an excuse to make contact with them.
Lux worker set to produce a colony on the iron next turn. I moved the warrior to the mountain with him.
The road worker is moving north.
The worker near Dissidentville finished the jungle clearing. I have him building a road - 2 turns - but if we were to move him from the tile without a road - it costs 1 turn anyway - so I saw it as a road for one turn. I don't think it is worth mining the tile due to corruption. As long as we can get two food from the tile.
Elipolis will have the shields for a galley in 5 turns.
The Voice produces a granary in 1 turn - and then 5 for a settler.
Witt City still has 11 turns to go on barracks, but it grows next turn, and should get them done in 9 turns.
Miller Town is still working on a granary. (Can't recall the turns). Both the Voice and Miller Town will be well set to pump out settlers and workers in the in the next while.
And we also need troops.Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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We have the 1300 bc save but are sitting on it for awhile to work out some FA stuff, and to make a decision on Miller Town and Wittlich city.
The Voice is finished the granary this turn - and will produce a settler in 5. With map making we can have galley out of Elipolis in 4 turns.
Miller Town has 6 turns to go for its granary - and it will then grow every 5 turns. Which would let it alternate between an immortal and a settler. (btw - iron gets hooked up this turn- finally).
Or we can produce a barracks next turn, with no shield loss. And have a spearman ready to go on the galley.
Wittlich city can then switch to a library build; it needs the culture growth to extend our influence across the straight - which will be useful if our future city there ever falls into enemy hands. It is very close to our capitol.
Or we stick with the current buld options, use a warrior for Elipolis, and send that spearman on the galley.
Please let me know what you think is best.
I am leaning towards the two granary option. Miller Town is on the lake, so can grow right up to size 12 no problem. And in the long run - it will boost troop production simply from grwoth and shield output - but at the cost of not having much of an army in the short term.Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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Also I think we can research currency. It takes slightly more than polythesium
we have a choice. We could trade for poly with New demo. Or trade for currency from neu demo. We don't know for sure they are researching this, but I think so. We have yet had any trades with New Demo- so I am leaning towards researching currency.
So I suggest researching currency this turn.
I'll take a look at the save again tonight, and try to come up with some build plans.
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also
RP said that ND had slow tech gain
and we have heard that GoW is learning construction (I think, GS told us soemone was learning construcion)
Jon MillerJon Miller-
I AM.CANADIAN
GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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OK - but the key question is granary or barracks in Miller Town.
Check out the save Diss, and let me know what you think. I am still thinking granary - but maybe we are risking it going this long without any kind of military. It would delay us by 6 or so turns on being able to produce troops out of Wittlich City.
And btw Witt - we named the strait after you last night in the chat.Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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We can complete the barracks in one turn with Milltertown.
It will hold up expansion a bit. But I say yes we switch to barracks for Millertwon.
Wittlich could change to granary if we feel the need.
But I would like to get a barracks out.
Of course the only thing about that is we can only build archers, spearman and catapults. We still cannot build an Immortal.
disregard. we can build the colony this turn. We could even finish an Immortal in one turn. But I say we build the barracks first.
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