That's one option, but the barracks is due next turn and after that it's just a 2-turn theatre build. I think we should save the citizen to whip something bigger once our small builds are finished.
Announcement
Collapse
No announcement yet.
Turnplayed Thread #4
Collapse
This topic is closed.
X
X
-
Originally posted by Dreylin View PostWell once the GA ends that citizen will be working a 1F, 1H tile or a 1F, 3C tile ... is that worthwhile?
Comment
-
A settler comes to mind.
Settling Twin Peaks and/or Burgundy would help protecting our road network. Templars will be more reluctant to pillage roads in cultural borders, as it hinders their movement.
I am aware, that those cities will be exposed to attacks by Templars. On the other hand, if Templars commit their troops to a mission to raze/capture a size 1 city, that just leaves them more vulnerable than in their current spot.
We pop the 2nd ring in only 5 turns.
mh
Comment
-
You know, if we built a lighthouse in Something Fishy - as I advocated for ages- we could be working 2/0/3 coastal tiles there whenever it runs out of improved land-based tiles. Might be worth considering.
I'm also very intrigued by the notion of double-whipping a settler there. We could go for Twin Peaks, the clams spot in the far north, or even the stone and jungle location east of Something Fishy. No reason not to settle there to avoid angering Templars anymore! OK, maybe that would be a militarily bad spot at the moment, but just throwing it out there.
We also might want to raze and replace Jericho with a settler in another location, potentially...
Comment
-
We will also double-whip China Beach on the same turn (4 turns from now). So if we do want a settler, we should decide where he wants to go first! If we are going for Twin Peaks or Frozen Clams, then we should whip it out of China Beach and go for a military unit out of SF.
Comment
-
If we are going to keep Constantinopole, we should replace Jericho, instead of settling Twin Peaks. There isn't enough room for 3 cities in that area, but replacing Jericho can make it a much better city in the long run.
We could also use more workers. Or settle Burgundy.
Comment
-
I agree that Jericho, Twin Peaks and COnstantinople are a bit crowded together.
It will be some time (probably onset of Bloodbath) before we can take out Jericho. Do we want to wait that long to replace Jericho with a Twin peaks MkII or do we want to settle Twin Peaks now to better defend the road network?
I tend to favor the wait for Jericho to fall variant.
This leaves the spot south of Jerusalem (east of SF), a spot I liked very much from the beginning.
Templars will have to overstretch to try an attack there and protect Jericho and the Jerusalem approach.
I would whip the settler from China Beach (yes!) for this site and use the turns he needs to get there to finish a couple of Lbows and a Pike in SF, together with having a worker roading towards the spot.
Frozen Clams is the unexciting alternative.
mh
Comment
-
A quick heads up on the T138:
Remember that spy Imperio built last turn in Chichen Itza?
Yep, we got him again.
Actually our success rate at stumbling over enemy spies make me fear about our own spy.
Furthermore, we are out of the GA. Our gold per turn drops to 69gpt. At this rate we have to spend 5 more turns or so to pile up the cash to knock out Nationalism in another 9 turns. Damn those national trade routes. We could really do with Rabbits 135gold reserve in exchange for HBR.
mh
Comment
-
Originally posted by mostly-harmless View PostThis leaves the spot south of Jerusalem (east of SF), a spot I liked very much from the beginning.
Do we think that a couple of Longbow & a Pike would be enough to defend that at the moment? If so, we can set SF to work on those.
Comment
-
Originally posted by mostly-harmless View PostRemember that spy Imperio built last turn in Chichen Itza?
Yep, we got him again.
Actually our success rate at stumbling over enemy spies make me fear about our own spy.
Since we're not intending to use it offensively, as long as we're careful how we move it, we should be fine.
Comment
-
Originally posted by Dreylin View PostI thought that the key with spies was to always keep them 2tiles from a city as the turn rolls over - I don't think they can be caught unles they are in, or next to a city.
Since we're not intending to use it offensively, as long as we're careful how we move it, we should be fine.
mh
Comment
Comment