OK, a new turn is upon us again, so here we go for T122:
- We have turned research back on, and Engineering tech is due in 6t of 100% research, pulling in 212 [255] beakers/turn at -52gpt. With the three turns we spent running min science, that means 9 total turns for the tech, which is very respectable for this point in the game. Especially for a civ with no gold/marble/silver and essentially no floodplains tiles.
- Pink finished a horse archer. The two real choices next are another horse archer or a library, both taking 4t to build. I'm OK with either one, so suggest away. Obviously the former is better for military, the latter for the development of our economy.
On a related note, do we want the new horse archer to remain at Pink, or head up to Cape Town?
- Cape Town finished its catapult, and has gone onto elephant as suggested (2t). We can also complete another catapult immediately (1t) if desired, but it seemed the general consensus was for more elephants first.
- Betty Hur encountered the barb axe in the north, and it will trouble us no more up there!
Once Betty heals up, she will head off to the Twin Peaks/Cape Town region to serve as axeman defense, and for possible upgrade to horse archer if needed. Persephone (our archer in the region) should be able to fogbust all of the remaining tiles to prevent future barb spread, along with the added visibility from our Blue Barry settler heading up there. Blue Barry arrives and founds his new city on T125, as predicted quite a while back.
- On a sadder barb note, our scout Sharon moved next to a barb warrior in the fog, and will likely be kicking the bucket next turn.
- Serious Steve starts connecting the deer at Saxon the Beach next turn. I know sooooo discussed building a road on the grassland tile first, but that road is NOT a "free" build while moving, and I thought it more important to camp the deer first rather than build the road. Could possibly be a weed move, but that was my thought there.
- Both Saxon the Beach and China Beach have forest chops coming their way next turn.
- More worker micro stuff:
In two more turns, the workers at Cape Town (Bernard/Helmholtz) will finish their chop/farm at Cape Town, and that city will be essentially done with worker improvements for a while. I plan to have them both move along the yellow arrows to the south, then split them up, one working on connecting the road down to Pink while the other finally finishes the Airstrip One road (orange) and then moves up north to help out at Blue Barry. With Syme roading in the other direction up from Pink Dot, we should have the Pink/Cape road complete in about 7t, right around when Engineering comes in, granting us enormously more military flexibility. That's the main reason why I think Twin Peaks should be the next city - we'll be able to move military units rapidly enough to defend it!
Meanwhile, at Airstrip One, Bernard (in red) put a "free" turn into a road, and is moving to chop/cottage another river grassland tile for the capital. I figure this chop will be well put into knocking 60 shields off of Heroic Epic, right? Oh wait, with a forge and Bureaucracy bonuses, plus marble, we'll actually get something like 82 shields out of it - sweet!
Bob the Builder also put in a "free" turn of roading while moving south. He's heading to chop/mine the forested plains hill tile at Mellow. That forest chop plus growth to size 4 will allow us to double-whip the forge to completion there soon.
- Unit movement notes: where is Demeter (archer boxed in purple above) heading? Twin Peaks? Pink? I must have missed that in our discussion. Also, where is Lady Godiva (chariot) going? Are we trying to double-move on Constantinople to get vision into the city? I left both units unmoved for now.
- Imperio has been really quiet with the units lately. Either they've swapped off of military buildup, or they're hiding the new ones somewhere other than Mutal/Lakamha. I'll try to do a more detailed analysis with C&D stuff later.
- PAL appears to have discovered Optics this turn, *NOT* Paper tech. (mostly_harmless, double-check to make sure I've got this right, will you?) PAL also has nearly run through their bank account - they were running something like -80gpt and are down to 70g left - so they'll have to pause and build cash for a bit before pushing for their next tech. Might be a good idea to chase them with another diplo message and see if they're still interested in working together to share Liberalism benefits (?)
- I have not whipped Green Acres' worker as yet in case we change our minds, although I think there's a broad consensus that that's the best move. We should be solid on worker labor once we have that one out, especially with China Beach freeing up its two workers for duty elsewhere. More settlers next! (After we finish the Forge at Something Fishy, we definitely whip a settler next. Pink or Airstrip One might also be good candidates once they finish their immediate projects.)
OK, that should do it for the immediate present. Some comments may change when I have a chance to run the stats in more detail. For example, if it looks like Imperio is genuinely backing off from their aggression, I might push for Library in Pink, which would pay immediate research benefits.
- We have turned research back on, and Engineering tech is due in 6t of 100% research, pulling in 212 [255] beakers/turn at -52gpt. With the three turns we spent running min science, that means 9 total turns for the tech, which is very respectable for this point in the game. Especially for a civ with no gold/marble/silver and essentially no floodplains tiles.
- Pink finished a horse archer. The two real choices next are another horse archer or a library, both taking 4t to build. I'm OK with either one, so suggest away. Obviously the former is better for military, the latter for the development of our economy.
On a related note, do we want the new horse archer to remain at Pink, or head up to Cape Town?
- Cape Town finished its catapult, and has gone onto elephant as suggested (2t). We can also complete another catapult immediately (1t) if desired, but it seemed the general consensus was for more elephants first.
- Betty Hur encountered the barb axe in the north, and it will trouble us no more up there!
Once Betty heals up, she will head off to the Twin Peaks/Cape Town region to serve as axeman defense, and for possible upgrade to horse archer if needed. Persephone (our archer in the region) should be able to fogbust all of the remaining tiles to prevent future barb spread, along with the added visibility from our Blue Barry settler heading up there. Blue Barry arrives and founds his new city on T125, as predicted quite a while back.
- On a sadder barb note, our scout Sharon moved next to a barb warrior in the fog, and will likely be kicking the bucket next turn.
- Serious Steve starts connecting the deer at Saxon the Beach next turn. I know sooooo discussed building a road on the grassland tile first, but that road is NOT a "free" build while moving, and I thought it more important to camp the deer first rather than build the road. Could possibly be a weed move, but that was my thought there.
- Both Saxon the Beach and China Beach have forest chops coming their way next turn.
- More worker micro stuff:
In two more turns, the workers at Cape Town (Bernard/Helmholtz) will finish their chop/farm at Cape Town, and that city will be essentially done with worker improvements for a while. I plan to have them both move along the yellow arrows to the south, then split them up, one working on connecting the road down to Pink while the other finally finishes the Airstrip One road (orange) and then moves up north to help out at Blue Barry. With Syme roading in the other direction up from Pink Dot, we should have the Pink/Cape road complete in about 7t, right around when Engineering comes in, granting us enormously more military flexibility. That's the main reason why I think Twin Peaks should be the next city - we'll be able to move military units rapidly enough to defend it!
Meanwhile, at Airstrip One, Bernard (in red) put a "free" turn into a road, and is moving to chop/cottage another river grassland tile for the capital. I figure this chop will be well put into knocking 60 shields off of Heroic Epic, right? Oh wait, with a forge and Bureaucracy bonuses, plus marble, we'll actually get something like 82 shields out of it - sweet!
Bob the Builder also put in a "free" turn of roading while moving south. He's heading to chop/mine the forested plains hill tile at Mellow. That forest chop plus growth to size 4 will allow us to double-whip the forge to completion there soon.
- Unit movement notes: where is Demeter (archer boxed in purple above) heading? Twin Peaks? Pink? I must have missed that in our discussion. Also, where is Lady Godiva (chariot) going? Are we trying to double-move on Constantinople to get vision into the city? I left both units unmoved for now.
- Imperio has been really quiet with the units lately. Either they've swapped off of military buildup, or they're hiding the new ones somewhere other than Mutal/Lakamha. I'll try to do a more detailed analysis with C&D stuff later.
- PAL appears to have discovered Optics this turn, *NOT* Paper tech. (mostly_harmless, double-check to make sure I've got this right, will you?) PAL also has nearly run through their bank account - they were running something like -80gpt and are down to 70g left - so they'll have to pause and build cash for a bit before pushing for their next tech. Might be a good idea to chase them with another diplo message and see if they're still interested in working together to share Liberalism benefits (?)
- I have not whipped Green Acres' worker as yet in case we change our minds, although I think there's a broad consensus that that's the best move. We should be solid on worker labor once we have that one out, especially with China Beach freeing up its two workers for duty elsewhere. More settlers next! (After we finish the Forge at Something Fishy, we definitely whip a settler next. Pink or Airstrip One might also be good candidates once they finish their immediate projects.)
OK, that should do it for the immediate present. Some comments may change when I have a chance to run the stats in more detail. For example, if it looks like Imperio is genuinely backing off from their aggression, I might push for Library in Pink, which would pay immediate research benefits.
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