The Merc Empire
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Turn 57 - 1760 BC
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I propose moving the spear to the yellow dot on the attached map.
The yellow lines represent fog removal granted by this move, blue represent "hidden" fog removal granted by Sarantium's warrior, Red represents the fog removal of founding the next city.
As you can see, this would render Forst Sierra completely free from the threat of barbs, and enables us to plan ahead of any attacks by the Horde, allowing us to focus defense on the new city.
This renders the worker safe from any threats provided he's not right next to that Sarantium warrior.
I request roads connect Fort Sierra and the new city as soon as it plausible with your buildering to enable transfer of units.
edit: actually, the red line should be one tile further on the right 5 turns after settling, but I cant be bothered to fix and reload it. :lazy:One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
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Moving the spear sounds good to me. However, how about we wait 1 turn so that the axe is closer to finishing in Fort Sierra.
Originally posted by UnOrthOdOx
I request roads connect Fort Sierra and the new city as soon as it plausible with your buildering to enable transfer of units.
Edit: One point, though. If the worker roads between them first, it'll delay the pasturing of the horses and other improvements for the city. I'm thinking pasture first may be the way to go, particularly if the new city is on the trade network and thus has copper without a road.
Also, the new worker in AB will probably be connecting AB and FS as its first job. (Thoughts on that though? I don't think AB can use much improvement for the time being. The work boat for the clams would probably be better than trying to build a cottage this early.)
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Does the hill have fresh water? If so, it'll be in the trade network. Oh wait, never mind, damn lake.
I am very much for connecting our capitol ASAP.
We get trade routes with Sarantium, that is more gold...
we will get a religion, that is more happy and culture (ok, random, but in my experience very likely)
We get the possibility to trade our spare copper for tech with Sarantium.
What do walls cost in CIV? We may wish to consider one in the new city. I'll be looking over things closely tonight.One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
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Originally posted by UnOrthOdOx
Does the hill have fresh water? If so, it'll be in the trade network. Oh wait, never mind, damn lake.
Originally posted by UnOrthOdOx
We get trade routes with Sarantium, that is more gold...
Originally posted by UnOrthOdOx
we will get a religion, that is more happy and culture (ok, random, but in my experience very likely)
We definitely need more happy though.
Originally posted by UnOrthOdOx
We get the possibility to trade our spare copper for tech with Sarantium.
Originally posted by UnOrthOdOx
What do walls cost in CIV? We may wish to consider one in the new city. I'll be looking over things closely tonight.
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/me anxiously awaits screenies, especially from the new city site.One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
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You guys are gonna love this...
The horde have an archer and a settler one tile away from our designated spot for Foxtrot!
If we move to the hill we decided upon, we can settle Foxtrot before the Horde can settle theirs, but they may choose to just settle where they are even though the spot lacks a decent food tile. In which case we are screwed out of ponies. So what to do?
We could settle Foxtrot this turn, 3 of our settler's current location, which wouldn't be too shabby and still give us access to ponies, gems and corn.
Waiting for input...
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Yeah...I was afraid of that...
I vote settle 3 and prepare for a pissed off horde.
Walls are a definate need without the hill if we do this.One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
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Please move the axe 3, no war, just to give us that one extra tile sight.
Should we choose to settle at sight 3 this turn, this also prevents the Horde from trying anything cute with their archer. (I've done some amazing damage with an archer on a hill before)
Yeah, let's wait and discuss this a bit. But Axe 3 has no downside at the moment, so move that, post a screen and we'll wait for Klo and anyone else to comment.One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
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Interesting choice of Drill1 on the archer...
How many xp on the archer? Just curious.One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
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