Maybe we should put the missionary into Upper Burgundy. It's rather a junk city, but could be the perfect missionary pump. At the moment, it's rather a waste to be using Saxon and SF for missionary duty when they could be building commerce buildings. But UB has little need for those buildings and could just pump out nonstop missionaries.
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Turnplayer Thread No. 6
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Originally posted by Sullla View PostFrankly, I don't think we should stop drafting either, but I'll make that argument later. (We need tons of garrison troops, and trading ~15 food for an 80 shield, state of the art military unit remains an insanely good deal.)
On civics, there's a fair chance that we're big enough now, and will be after conquering Imperio, that changing two civics will take two turns. And every turn of anarchy is a really big hit now. Best approach might be to save Great People towards the 2-man GA if we want to change civics. And Bureaucracy is definitely past ripe, I'm not even sure if it's better than Nationhood straight-up and definitely not worth any anarchy.
On economy, the only answer is time. Get our cheap courthouses and libraries up, get Printing Press, and we will outresearch PAL in the long run as long as Banana puts up any decent fight. Also, once at Rifling, there isn't much on the military tech tree to actually outresearch; Infantry are like ten techs beyond rifles.
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I think oromos are absolutely fine troops for the few food units they cost. They aren't state of the art sure, but in numbers they can kill the cannon, macemen and curassiers that make up the current PAL army. And numbers is definitely something we can muster.
Saying save the food up for rifles isn't that relevant since it's hapiness, not food that's the real cost of drafting. I agree we could hold off drafting GA when we're say 5 turns off rifling, but that's a long way away.
I accept that nationhood is better than bureaucracy.
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I think we should keep drafting at most of our cities (maybe not all of them). It's the biggest benefit of Nationhood civic, why not use it? I mean, otherwise we're going to have to build garrison units manually for our seaborne cities, and that seems like an enormous waste. If we're going to build units, let them be cannon, cuirassiers, or (especially) ships.
I was going to suggest China Beach for our missionary, but I like the suggestion of Upper Burgundy and using it for a missionary pump even better. The Something Fishy missionary could be sent to Jericho and turn that city into a missionary pump too. Can't see anything better to do with Jericho!
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Originally posted by Sullla View PostI think we should keep drafting at most of our cities (maybe not all of them). It's the biggest benefit of Nationhood civic, why not use it? I mean, otherwise we're going to have to build garrison units manually for our seaborne cities, and that seems like an enormous waste. If we're going to build units, let them be cannon, cuirassiers, or (especially) ships.
I was going to suggest China Beach for our missionary, but I like the suggestion of Upper Burgundy and using it for a missionary pump even better. The Something Fishy missionary could be sent to Jericho and turn that city into a missionary pump too. Can't see anything better to do with Jericho!
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Maybe someday we'll get Steel, but not for ages and ages. Banana is nowhere even close to getting Chemistry. (They really decimated their research with all the emergency whipping and drafting.)
Domestic Stuff for Next Turn (173)
- There was a narrow consensus for courthouse over forge at Damascus. (Forge is better longterm, courthouse in the short run.) No one had made this swap in-game, so I went ahead and did so.
- We're whipping the granary at Jungle Fever next turn. What's the next build? sooooo threw out lighthouse, and that's a good option, but we may want to sneak in something else if we feel we have enough good land tiles to work. (Better get busy cutting down that jungle!) I'll throw out forge, library, and courthouse as my top three preferences, in that order. I like forge because of the effect on future whips, and we grow so fast at Jungle Fever that we can get to size 6 for a triple-whip very quickly.
- Yep, definitely whipping the courthouse at Jerusalem next turn. Close to maximum overflow from that into Forbidden Palace.
- I think we agreed on sending the Saxon missionary to Upper Burgundy.
- Draft at Green Acres and Mellow Yellow.
sooooo's worker actions:
Yojojo and Bernard move 1N and start a cottage on CB's grass tile.
Max (at JF) moves 1NE. That looks like a good tile to road and cottage.
Parsons finish the stone quarry, John moves onto the grass jungle hill at JF (anyone see anything better to do here?)
Winston, Erik and Nok Tok finish the sugar at Jerusalem.
- I agree with everything, only I'll add that I would prefer to have Parsons/John finish the stone quarry together to get it done faster. With John already moving to road another jungle tile, there's no need to road a third jungle tile at Jungle Fever quite yet.
- sunrise, where are Mustapha and O'Brien going? I'm presuming NE onto the hill to speed the reinforcements along to Lakamha.
- Reminder: Aidun/Hercules need to move onto the cattle tile NE of Damascus and road it. Tyler/Jack road the forest tile they're on. The third captured Imperio worker (who I renamed to "Where's Waldo" since Imperio cannot seem to find their turnplayer) may as well go E-NE of Cape Town and start bringing irrigation north from the lake tile there. Easier and much safer to bring farming from that direction to Chichen Itza than mess around to the east.
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Originally posted by Sullla View Post- I agree with everything, only I'll add that I would prefer to have Parsons/John finish the stone quarry together to get it done faster. With John already moving to road another jungle tile, there's no need to road a third jungle tile at Jungle Fever quite yet.
John was going to build a grass mine, not a road, though whether a grass mine is a priority over a grass cottage I'm not sure. Maybe he should just go into the jungle at SF to start another cottage. For Max I still like roading/cottaging that tile 1NE of him since that tile needs roading anyway to connect JF to the cities in the northeast (for defence).
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Turn ticked over.
Set one city (Saxon?) to culture.
I had a look for auto movement of Imperio units - none spotted.
However, there is a PAL Trireme east of Calakmul, that I could swear was not there before the turn ticked over? Swiss, Sullla, regoarar, you were logged in before me, did you spot it?
mh
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