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State of the Empire: Turn 131

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  • State of the Empire: Turn 131

    State of the Empire, T131

    My fellow RBers, as we stand resolute in the midst of the current crisis, let us pause to take stock of where we stand in the larger scheme of the game, in order to better achieve consensus and weather the stormy seas ahead. In other words, time for another overview thread.

    Headline News

    Overall, our internal development proceeded extremely well over the past 15 turns, and we made numerous successful tech trades. Unfortunately, our jealous neighbors seem determined to attack us at present, which has put our team in a very difficult situation...

    - Team RB successfully completed the Hanging Gardens on T118, and the Colossus on T131. These wonders both contributed very nicely to our economic development, not least because we finished the Gardens a mere turn or two before PAL did! (Which, needless to say, would have been pretty disastrous.) PAL also finished the Parthenon on T127 and Imperio finished the Statue of Zeus on T131. PAL is pushing the Great Person route at present (with Caste System and Pacifism civics) while it's fairly obvious what Imperio intends to do with Statue of Zeus.

    - City foundings were few and far between during this period, as many nations turned to a more military focus... despite significant quantities of open land remaining on the map. Team RB founded Bluebell Woods on T125 (city #9), while PAL founded Byblos a little earlier on T120 (city #9 also). And that was it! The richest teams in terms of cities simply got richer.

    - Team RB completed another nation wonder, National Epic, in the capital on T130. We have both Heroic and National Epics in play now, and continue to get serious use out of both! Banana was the only other team to build a national wonder, adding Moai Statues on T123.

    - We used our first Great Scientist on an Academy in the capital on T117. We used our second Great Scientist on a Golden Age on T130. Another Great Person (hopefully a Scientist!) is underway at present in the capital, due in 6t. We have less info on what the other teams are doing with Great People, but we do know that PAL grabbed the free Great Artist from Music on T130.

    - There were many tech trades during this period:

    T116: RB trade Horseback Riding and Aesthetics and Literature to Templars for Metal Casting
    T116: RB trade Horseback Riding to PAL (leftover from Civil Service deal)
    T116: Templars trade Metal Casting to Imperio for Currency
    T117: RB receive Machinery from Banana (for earlier Aesthetics/Monarchy trade)
    T118: RB trade Horseback Riding to Banana for Compass
    T119: PAL trade Philosophy to Banana for Compass (and Calendar later)
    T122: Templars trade Theology to Imperio for Compass and Construction
    T122: Banana receives Theology from Templars
    T123: RB trades Construction to Banana for Calendar
    T123: Imperio trades Currency to Banana for Calendar
    T128: RB trades Engineering to Banana for Feudalism (later)
    T130: Templars receive Feudalism from Imperio for nothing

    I left out the tech sales to Rabbits to save space, as they are essentially out of it. Every team got in on the action here, with Imperio probably receiving the least overall. Banana seemed to come out the best, going from a tech laggard to one of the leaders with several shrewd dealings. Their position as a "neutral" party able to deal equally with everyone helped tremendously. I'd say that we did well overall, given the outright hostility faced from both Imperio and Templars. (If they were willing to be peaceful and make some deals, we would be well on our way to researching Nationalism already...)

    Current Overview

    North:


    South:


    Next post will cover individual city development... (Just ignore the extra attached screenshots for now. Remember, limit of 5 attachments per post!)
    Attached Files

  • #2
    Continuing with the rundown of domestic stuff:

    General

    Current Turn:
    Turn 131 - 400 AD
    Turn Timer expires at approx (UTC)
    Golden Age! (7t)

    Active Turn Player:
    Sullla

    Tech:
    Drama (16t)
    0% research (21 [26] beakers/turn) @ +138gpt
    13/429 beakers overall

    Gold
    216g in treasury

    Cities

    Airstrip One [size 10] [guarded by Xena]:
    Horse Archer (2t)
    Infrastructure: Palace, Granary, Barracks, Library, Forge, Academy, National Epic, Great Library
    Great Person 47/300, +45 GPP/turn, due in 6t
    Running minor food deficit to produce next Great Person with Golden Age boost



    Comments: Airstrip One is running a food deficit to get out its next Great Person (hopefully a scientist!) with the Golden Age boost to Great Person points. I experimented with dropping the grassland hill tile in favor of one of the cottages, to avoid the food deficit, and it decimated production so badly that I thought better of it. Anyway, at 19 shields/turn we will finish the horse archer in 2t, with significant overflow into whatever we choose to build next. I would love to get an Islamic Monastery going here, for some religious spread and extra science boost, but we'll likely have to go with another military unit, sadly.

    Pink Dot [size 7] [guarded by Charsi and Adria and Britney's Spears and Athena]:
    Maceman (4t) [anger duration 9t]
    Infrastructure: Barracks, Granary, Aqueduct, Library, Hanging Gardens



    Comments: We just whipped a mace in Pink, which is regrowing back to a larger size. I have another mace queued up here, as that is the best defense against Templars' mix of motly outdated trash units. The mace will actually complete in 2t, not 4t as listed, because of a forest chop in progress on the highlighted tile. There are also two workers connecting the dyes tile here, to be completed in another couple of turns. Pink's next moves will be dictated by what actions the Templars choose to take. The longer they delay attacking, the better shape we will be in here. We also still have the option to build city walls (2t) and upgrade the axe, spear, and archer inside if needed. In fact, I rather support the notion of upgrading the spear to pike here immediately before we lose access to iron...

    China Beach [size 5] [guarded by Ms Piggy]:
    Forge (5t) [anger duration 5t and 15t]
    Infrastructure: Granary, Library, Barracks, Lighthouse



    Comments: China Beach just whipped a horse archer itself, and is regrowing in response. I would like to see the forge complete naturally, with Golden Age production boost, and then we build... what? Likely military if there is a war still going on, a worker or settler if it's not. China Beach also doesn't need immediate worker attention, but it will a little later on. One of the workers from Bluebell Woods can move down here once it has its sheep resource connected.

    Cape Town [size 6] [guarded by 3 elephants, 1 mace, 4 horse archers, 2 pikes, 5 catapults, 1 axeman, 2 chariots, 1 spear, 3 archers]:
    War Elephant (1t)
    Infrastructure: Barracks, Heroic Epic, Walls



    Comments: Well, this is our toughest city to prioritize right now, IMO. We desperately need more units to counter Imperio, and yet there are other things that Cape Town would like to work on. The forthcoming red city REALLY needs a work boat out of the Cape to speed its development - can we afford to do that though? I'd also love to get a lighthouse in play here - which can be built in a single turn! - to replace the lousy 3/0/0 grassland farm with a 3/0/3 improved lake tile. Still, I just don't see how we can slip those in at present.

    Cape Town is on an elephant at present because it can build 60-shield units every turn without interruption while in Golden Age. *IF* both Templars and Imperio declare war, we will have to shift the build around to something else, likely cat or mace. Unfortunately, this means someone must remain logged into the game as the turn changes over each turn - a real pain in the butt.


    Something Fishy [size 6] [guarded by Svava]:
    Catapult (2t) [anger duration 5t]
    Infrastructure: Granary, Library, Courthouse, Forge



    Comments: Something Fishy is building 3t catapults to help out Pink Dot, as it lacks a barracks. What I would like to do is build a barracks (3t) and lighthouse here (2t), but again, the military dictates keep interfering. The grassland hill north of the dyes is the next tile to get improved here, and I'll be moving workers over as soon as we get the dyes at Pink and Mellow connected.

    Green Acres [size 3] [guarded by Robyn Hood]:
    Forge (18t) [anger duration 7t and 17t]
    Infrastructure: Granary, Library, Lighthouse
    Regrowing after settler whip



    Comments: Green just whipped a settler for red dot, and is recovering and growing for a while to come. Bernard the worker is mining the red grassland hill, to give us a little more flexibility here, but mostly this city is just going to work the coastal tiles and try to grow ASAP. I don't see any reason not to grow up to size 6 or 7 and triple-whip another settler, which worked really well for red. We've really gotten tremendous value out of this desert hole in the wall simply due to the two clams. Compare to how Imperio are wasting the potential of their triple fish city - in grassland, not desert! - and you can see why they feel threatened by us.

    Mellow Yellow [size 3] [guarded by Hera]:
    Lighthouse (3t) [anger duration 6t]
    Infrastructure: Granary, Forge, Colossus
    Lighthouse, then library to follow would be my plan here...



    Comments: Mellow recently completed the Colossus, and now goes over to infrastructure for a bit. The dyes tile will be improved next turn, which will help the city grow and pull in some excellent commerce. I would like to go lighthouse then library here, allowing it to develop a bit. We can't simply put every city on military... We can always whip out an emergency unit if worst comes to worst.

    Saxon the Beach [size 3] [guarded by no one!]:
    Moai Statues (58t) [anger duration 3t]
    Infrastructure: Granary, Lighthouse



    Comments: Saxon is finally configured for rapid growth (+5 food/turn) and has gotten its early granary/lighthouse infrastructure out of the way. There will be a grassland hill mine ready for it to pick up at size 4, and another one shortly after growing to size 5. This is one place where the Golden Age really is going to good effect, helping us knock a good chunk out of Moai's build time. No city benefited more from the Colossus than Saxon, which will turn into one of the strongest non-Dutch tundra fishing villages you're likely to see.

    Bluebell Woods [size 1] [guarded by no one!]:
    Granary (12t)
    Infrastructure: none
    Priorities: connect to road network, connect sheep, start building silk plantations



    Comments: And Bluebell wraps things up among our cities. The land road has just been connected this turn, bringing in 6 commerce worth of trade route income, and three workers are prepping this location quite nicely. A forest chop completes on the yellow silk tile next turn, then a road on the sheep allows all three workers to pasturize it quickly. We'll knock out the granary and a library in short order, and then can decide what to do from there.

    Non-Combat Units

    Worker [Winston]:
    Mining grassland hill at Saxon the Beach
    Mining (2t)

    Worker [Bernard]:
    Mine grassland hill at Green Acres
    Moving to tile (done!)

    Worker [Mustapha Mond]:
    Chop silk forest tile
    Chopping (3t)

    Worker [O'Brien]:
    Road towards "red" dot location
    Roading (2t)

    Worker [Helmholtz]:
    Build road connecting Airstrip One to Bluebell Woods
    Roading (done!)

    Worker [Parsons]:
    Connect dyes at Mellow Yellow
    Moving to tile (done!)

    Worker [Syme]:
    Chop/mine/road grassland hill at Pink Dot
    Chopping (2t)

    Worker [John the Savage]:
    Connect dyes at Mellow Yellow
    Building plantation (5t)

    Worker [Bob the Builder]:
    Connect dyes at Pink Dot
    Building plantation (3t)

    Worker [Serious Steve]:
    Build road on Bluebell's sheep resource
    Moving to tile (done!)

    Worker [Energetic Erik]:
    Connect dyes at Pink Dot
    Building plantation (3t)

    Continued in next post...
    Attached Files

    Comment


    • #3
      I plan to finish this thread with some C&D Demographics stats tomorrow, along with hopefully tackling the Soldier count numbers (which have fallen a bit into disarray). For the moment, I'll simply conclude with the listing of our own military.

      Remember that the State of the Empire threads are more geared towards catching people up with the game, not discussion. Comments and suggestions are enormously appreciated, but they should probably go in the "Turnplayered" thread instead.

      Military Units

      Galley [RBS Discovery]:
      Exploring Banana territory

      War Elephant [Barnum]:
      Guard Cape Town

      War Elephant [Mrs. Jumbo]:
      Guard Cape Town

      War Elephant [Nelly]:
      Guard Cape Town

      Maceman [Gladys]:
      Guard Cape Town

      Maceman [Akara]:
      Watch Templar spearmen just south of Cape Town

      Horse Archer [War Emblem]:
      Move toward the front lines

      Horse Archer [Secretariat]:
      Guard Cape Town

      Horse Archer [Camilla]:
      Guard Cape Town

      Horse Archer [Allydar]:
      Guard Cape Town

      Horse Archer [Affirmed]:
      Guard Cape Town

      Pikeman [Christina]:
      Guard Cape Town

      Pikeman [Hannah]:
      Guard Cape Town

      Catapult [Buttercup]:
      Guard Cape Town

      Catapult [Katrina]:
      Guard Cape Town

      Catapult [Kat]:
      Guard Cape Town

      Catapult [Kitty]:
      Guard Cape Town

      Catapult [Lilac]:
      Guard Cape Town

      Axeman [Gillian]:
      Guarding Cape Town (for now)
      Heading to Twin Peaks eventually

      Axeman [Adria]:
      Guard Pink Dot

      Spearman [Mariah]:
      Playing "zone defense" against raiders just south of Airstrip One

      Spearman [Jamie Lynn's Spears]:
      Guard Cape Town

      Spearman [Britney's Spears]:
      Guard Pink Dot

      Chariot [Betty Hur]:
      Guard Cape Town
      10XP - our most heroic unit!

      Chariot [Lady Godiva]:
      Guard Cape Town

      Archer [Ms Piggy]:
      Guard China Beach

      Archer [Diana]:
      Move to Pink Dot (getting there)

      Archer [Billy Jean Tell]:
      Return safely to Cape Town!

      Archer [Robyn Hood]:
      Guard Green Acres

      Archer [Svava]:
      Guard Something Fishy

      Archer [Fyre Errow]:
      Guarding Cape Town (for now)
      Heading to Twin Peaks eventually

      Archer [Hera]:
      Guard Mellow Yellow

      Archer [Athena]:
      Guard Pink Dot

      Archer [Aphrodite]:
      Guard Cape Town

      Archer [Demeter]:
      Guard Cape Town

      Archer [Persepone]:
      Bust fog in the north to stop barbs from appearing

      Warrior [Xena]:
      Guard Airstrip One

      Warrior [Jennifer]:
      Exploring the eastern continent
      Attached Files

      Comment

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