Alright, four days later we finally get around to T125 again! Quite a lot happened, so please read carefully and make lots of comments suggestions. Unfortunately, we only have ~21 hours remaining on the turn too, so let's get started!
First, reprising some stuff from the earlier part of the turn:
- Three cities grew in size (Something Fishy, Green Acres, Mellow Yellow), and two more will grow next turn (China Beach, Cape Town). Some of our whipping penalties are slowly wearing off!
- Our new city founded, Bluebell Woods:
![](http://www.apolyton.net/forums/attachment.php?attachmentid=161169&stc=1&d=1238325999)
It actually only added 7gpt to our costs, because it saved us some money in unit support costs (we're way over the allowed amount). First build is a granary, naturally.
Now, how do we get the road up here? Helmholtz will be working on this job next, and can get some help from the workers at China/Saxon Beaches when they finish their assignments. I've got two routes outlined, one in brown and one in yellow. Yellow is probably more useful overall, but brown goes through a silk resource, meaning we won't have to move back there later. Helmholtz can reach the start of either path in 2t, so we have fair shot at either.
Going through the deer tile in the north is not practical, IMO. It doesn't help any units move, and the worker up there (Serious Steve) still needs another 6t to finish camp + road on the deer. It will be much faster to go through the south.
- New war elephant at Cape Town. I have to respectfully disagree with Swiss, and I assigned us to build a catapult next. We have 2 maces, 2 elephants, and 3 horse archers present at the Cape, plus 3 spears. Our greatest need right now is for more siege, so let's get another 2-3 cats in there before going back to building "top unit" beaters again.
I think sunrise will agree with me, but would like to hear his expert opinion on this if possible.![Smile](https://apolyton.net/core/images/smilies/smile.gif)
- I moved all the units/workers except for Energetic Erik. Instead of moving him 2N to the grassland hill, however, I now think he should go south. See the next post on "Project Colossus" for details...
- Imperio finished maces in Mutal and Lakamha, just as we suspected they were building. More importantly, they started moving them around!
![](http://www.apolyton.net/forums/attachment.php?attachmentid=161170&stc=1&d=1238325999)
They moved the cat and mace in Lakamha northwest, while the big stack in Mutal moved one tile... east?! This looks like a clumsy attempt to throw us off guard, which naturally failed because our archer simply moved east and followed their stack. I expect all these units to combine on the desert hill gold tile next turn, and then... well, we'll see where they go, won't we?
Imperio really SHOULD attack Templars, but I still think they want a piece of us. Fat chance though, as we can handle their current stack without serious problems. Honestly, they aren't going to achieve very much if they come after Cape Town, aside from getting some serious smackdown.![Hammering](https://apolyton.net/core/images/smilies/hammer.gif)
- Buddhism spread at Cape Town, for an extra +1 culture/turn and access to a fourth religion later on, which is cool. The disputed tile is up to 45% RB culture. I was definitely wrong on that one, mh! Forgot that Chichen Itza only gets 1 culture/turn from the monument, which can get pushed back with ease.
- Stuff in the East:
![](http://www.apolyton.net/forums/attachment.php?attachmentid=161171&stc=1&d=1238325999)
PAL's two stacks are cut-and-pasted in, with one of them invisible currently in the black. More importantly, we found a Banana warrior in the desert to the southeast. Does that region connect to the Banana territory in the south (?) Jennifer is investigating and will find out!
- Our first look into a Banana city:
![](http://www.apolyton.net/forums/attachment.php?attachmentid=161172&stc=1&d=1238326329)
Doal is pretty weak, not able to conclude much from this. From the PAL border in the northeast, however, this must be near their border region. The Discovery continued to circle the continent counter-clockwise.
Alright, now about this Colossus thing... well, it deserves its own post.
First, reprising some stuff from the earlier part of the turn:
- Three cities grew in size (Something Fishy, Green Acres, Mellow Yellow), and two more will grow next turn (China Beach, Cape Town). Some of our whipping penalties are slowly wearing off!
- Our new city founded, Bluebell Woods:
It actually only added 7gpt to our costs, because it saved us some money in unit support costs (we're way over the allowed amount). First build is a granary, naturally.
Now, how do we get the road up here? Helmholtz will be working on this job next, and can get some help from the workers at China/Saxon Beaches when they finish their assignments. I've got two routes outlined, one in brown and one in yellow. Yellow is probably more useful overall, but brown goes through a silk resource, meaning we won't have to move back there later. Helmholtz can reach the start of either path in 2t, so we have fair shot at either.
Going through the deer tile in the north is not practical, IMO. It doesn't help any units move, and the worker up there (Serious Steve) still needs another 6t to finish camp + road on the deer. It will be much faster to go through the south.
- New war elephant at Cape Town. I have to respectfully disagree with Swiss, and I assigned us to build a catapult next. We have 2 maces, 2 elephants, and 3 horse archers present at the Cape, plus 3 spears. Our greatest need right now is for more siege, so let's get another 2-3 cats in there before going back to building "top unit" beaters again.
I think sunrise will agree with me, but would like to hear his expert opinion on this if possible.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
- I moved all the units/workers except for Energetic Erik. Instead of moving him 2N to the grassland hill, however, I now think he should go south. See the next post on "Project Colossus" for details...
- Imperio finished maces in Mutal and Lakamha, just as we suspected they were building. More importantly, they started moving them around!
They moved the cat and mace in Lakamha northwest, while the big stack in Mutal moved one tile... east?! This looks like a clumsy attempt to throw us off guard, which naturally failed because our archer simply moved east and followed their stack. I expect all these units to combine on the desert hill gold tile next turn, and then... well, we'll see where they go, won't we?
Imperio really SHOULD attack Templars, but I still think they want a piece of us. Fat chance though, as we can handle their current stack without serious problems. Honestly, they aren't going to achieve very much if they come after Cape Town, aside from getting some serious smackdown.
![Hammering](https://apolyton.net/core/images/smilies/hammer.gif)
- Buddhism spread at Cape Town, for an extra +1 culture/turn and access to a fourth religion later on, which is cool. The disputed tile is up to 45% RB culture. I was definitely wrong on that one, mh! Forgot that Chichen Itza only gets 1 culture/turn from the monument, which can get pushed back with ease.
- Stuff in the East:
PAL's two stacks are cut-and-pasted in, with one of them invisible currently in the black. More importantly, we found a Banana warrior in the desert to the southeast. Does that region connect to the Banana territory in the south (?) Jennifer is investigating and will find out!
- Our first look into a Banana city:
Doal is pretty weak, not able to conclude much from this. From the PAL border in the northeast, however, this must be near their border region. The Discovery continued to circle the continent counter-clockwise.
Alright, now about this Colossus thing... well, it deserves its own post.
![Big Grin](https://apolyton.net/core/images/smilies/biggrin.gif)
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