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Turn 136, 500 AD

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  • Turn 136, 500 AD

    Alright. Peace accepted. Sailing is ours. Open borders offered to initiate the unit trades.

    Set FS to building a cottage.

    Foxtrot finishes a forge, can now grow to 8.

    Lima 9 turns from a forge.

    We're 6 turns out on Drama, as I switched to that last turn since we were all up in the air as to what techs were going to be researched by whom.

    After drama, we can 9 turn currency.

    We'll build a road to Echo next turn, rebuild echo on 550 AD.

    There's one more good city site up north, and a bunch of nothin elsewhere.

    Propose asking Sarantium for uncontested settling rights of the landmass to their SE. And offering tech, the island in the north, and perhaps a settler. This gives us a better chance of being the first discovered if the other landmass starts with the boats before we do. Once they rebuild whatever their north city was, we would likely be unable to contest the culture pressure on the island in the north anyway.

    Great person in 12. 78% scientist. 22% engineer.

    ETA on National Epic: 13. Which would put the following GP at roughly 17 turns after that.

    We need a build for Foxtrot, and I notice it can build an aqueduct in 6 turns, and the gardens in a mere 10 after that...and has a forest it could chop, and possibly could grow and do it faster even without. Not an ideal location for it, mind you, but just throwin it out there.

    Another interesting possibility is the (forget the name) wonder that grants +50% GP generation. That would just add into AB's GP rate. IIRC, it was a 25 turn build.

    pics when I get a chance.
    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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