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Turn 126, AD250

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  • Turn 126, AD250

    Turn 126, AD250

    Units

    Stack 1. 1 sp, 2 cat, 2 axe. Move 47, going home.

    Warriors
    Thug: 2/2, 0/2 Exp. Fort (EotS)

    Skirmishers
    Nash: 4/4 0/2 exp. Fort (The Voice).
    Neville: 4/4 3/5 exp. Fort (gold near The Voice).
    Liverpool: 4/4 2/5 exp, CGI. Fort (Wines).
    Skirmisher V: 4/4 0/2 exp. Fort (Taz)
    Skirmisher VI: 4/4 0/2 exp. Fort (Wines)
    Skirmisher VII: 4/4 0/2 exp. Fort in Cow City
    Skirmisher VIII: 4/4 1/2 exp. Fort EotS 1.
    Skirmisher IX: 4/4 0/2 exp. Fort in forest near copper.

    Axemen
    Brashear: 5/5 2/5 exp, Com1. Move 1 scouting East Coast.
    Domi: 5/5 4/5 exp, CRI. Move 7.
    Redick: 5/5 8/10 exp, CRII. Stack 1
    Laraque: 5/5 4/5 exp, CRI. Fort on hill (SE of Cow City) to clear fog.
    Pronger: 5/5 2/5 exp, CRI. Move 1 going to The Voice.
    Stevens: 5/5 7/10 exp, CRII. Stack 1
    Axeman VII: 5/5 2/5 exp, ComI. Fort on forested hill near EotS.

    Catapults
    Cat VII: 5/5 0/2 exp. Stack 1
    Cat VIII: 5/5 0/2 exp. Stack 1

    Spearmen
    Spear III: 4/4 0/2 exp. Stack 1
    Spear IV: 4/4 0/2 exp. Move to Carnero.
    Spear V: 4/4 1/2 exp. Fort in The Voice.
    Spear VI: 4/4 0/2 exp. with Pronger
    Spear VII: 4/4 0/2 exp. Fort (Taz).

    Scouts
    Clarke: 2/2 4/5 exp, Com1. Fort watching iron S of EotS

    Workers
    Worker I: Mine gold 3 of 4.
    Worker II: Farm Wines88
    Worker III: Move 7 farm Wines88
    Worker IV: Move 63 towards Carnero
    Worker V: Move 9 farm Wines88

    Taoist Missionary: Move from Carnero towards core cities. [B]Which city do we send missionary to?[B] (Do we want to get a Great Prophet for a shrine? Which city should be our prophet farm?)

    Civics
    HR - Bureau - Slavery - Decentralisation - Paganism
    (Can revolt in 3 turns)


    Religion
    Confucian (can revolt in 0 turns)


    Science 70%

    Current (?/turn): Feudalism (12 turns)

    Treasury 30%

    Current 13g (+10 g/turn)


    Cities

    Eye of the Storm (Size 7)
    WF: 44, 74, 7, 78, 9, 8, 1
    Food: (4/turn) 5/34 (8 turns)
    Hammers: (9/turn)
    Production: Skirmisher done. Build orders?

    Winestrom (Size 6) (poprush - 36 turns)
    WF: 2, 3, 4, 7, 87, 88
    Food (9/turn): 19/32 (2 turns)
    Hammers: (1/turn)
    Production: Library 37/90 (a long time)

    Taz City (Size 5) (poprush - 41 turns)
    WF: to 14, 1, 2, 88, 2
    Food (5/turn): 15/30 (3 turns)
    Hammers (6/turn)
    Production: Library 38/90 (9 turns)

    The Voice (Size 1)
    WF: 4
    Food (3/turn): 12/22 (4 turns)
    Hammers (4/turn)
    Production: Library 5/90 (21 turns)

    Carnero Tempestas (Size 1)
    WF: 1
    Food (3/turn): 12/22 (4 turns)
    Hammers (1/turn)
    Production: Granary 4/60 (56 turns)


    In-game diplomacy
    ?

    Distant events
    ?

  • #2
    Some things to discuss so I can make some decisions if there is no team input on any particular turn.

    1. What is our prioity for cities? First, our core cities are going to run out of health soon, so claiming rice or other health resources is a priority. We have now scouted the east coast:





    I assume the next city will be founded on the desert tile 1 east of the rice (same latitude as Carnero), unless we want to claim land further north? Any input on this?

    2. As soon as we can we revolt to Pacifism/Caste system, generate a scientist in Wines and build an academy in EotS.

    3. How are we generating settlers workers (in the short/medium term)? (a) whip Taz and regrow, (b) train in EotS (that halts growth, we have enough health to work another floodplain, (c) train in Taz (this is worth considering now that the iron is online).

    4. Techs: I started Feudalism because of the tech trade deal with AC. Must we research Paper immediately after, or can we first detour for monothiesm to make more use of spiritual trait?

    5. If someone could do a dot map for city placement, that would be very useful. (We need to keep the fog in the SW corner as long as it takes to get a level 4 unit for HE.)

    6. What is the deal with open borders with AC? Are scouts allowed to pass through rival territory? Does lack of map knowledge affect trade routes?

    Comment


    • #3
      desert tile for next city? Is the banana up North already taken? If not, that would make a better target.

      To get the rice, we might want to wait a little longer, and go for the forest or the tile 33 or 36. That way, we don't risk losing the cow as a productive tile.

      DeepO

      Comment


      • #4
        I agree that banana up north is a better city site. I'm not sure what the group concensus is regading settling up north (issues with AC borders etc) which is why I asked the question. I'm not sure what the reasons were for Carnero not being founded further to north near the banans (I was away at the time).

        Regarding settling the east coast - I think that three cities is a possibility: one to the north with rice/horses, one in the middle with with cows/horses/2nd rice, one further south with crabs/2nd rice. That way we get more coastal commerce (though on the flip side it means more coastal cities to defend later in the game).

        Comment


        • #5
          The border with AC was unknown. I asked Blake where to move the settler and he came back saying to settle in the cow area for now while we work out the border.
          (\__/)
          (='.'=)
          (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

          Comment


          • #6
            Turn 126, AD250

            Units


            Warriors
            Thug: 2/2, 0/2 Exp. Fort (EotS)

            Skirmishers
            Nash: 4/4 0/2 exp. Fort (The Voice).
            Neville: 4/4 3/5 exp. Fort (gold near The Voice).
            Liverpool: 4/4 2/5 exp, CGI. Fort (Wines).
            Skirmisher V: 4/4 0/2 exp. Fort (Taz)
            Skirmisher VI: 4/4 0/2 exp. Fort (Wines)
            Skirmisher VII: 4/4 0/2 exp. Fort in Cow City
            Skirmisher VIII: 4/4 2/2 exp. Destroys Barb Axeman.
            Skirmisher IX: (in forest) Destroyed by Barb Axeman.
            Skirmisher X: 4/4 0/2 exp. Move 99 from EotS

            Axemen
            Brashear: 5/5 2/5 exp, Com1. Move 2 scouting East Coast.
            Domi: 5/5 4/5 exp, CRI. Move 4.
            Redick: 5/5 8/10 exp, CRII. Move towards EotS
            Laraque: 5/5 4/5 exp, CRI. Fort on hill (SE of Cow City) to clear fog.
            Pronger: 5/5 2/5 exp, CRI. Move 1 going to The Voice.
            Stevens: 5/5 7/10 exp, Move towards EotS
            Axeman VII: 5/5 2/5 exp, ComI. Fort on forested hill near EotS.

            Catapults
            Cat VII: 5/5 0/2 exp. Move towards EotS
            Cat VIII: 5/5 0/2 exp. Move towards Taz

            Spearmen
            Spear III: 4/4 0/2 exp. Fort Wines.
            Spear IV: 4/4 0/2 exp. Move 9 (recon for banana city)
            Spear V: 4/4 1/2 exp. Fort in The Voice.
            Spear VI: 4/4 0/2 exp. with Pronger
            Spear VII: 4/4 0/2 exp. Fort (Taz).

            Scouts
            Clarke: 2/2 4/5 exp, Com1. Fort watching iron S of EotS

            Workers
            Worker I: Mine gold 3 of 4.
            Worker II: Move towards The Voice
            Worker III: Move 7 farm Wines88
            Worker IV: Move 1 Road
            Worker V: Move 9 farm Wines88

            Taoist Missionary: Move from Carnero towards core cities.


            Civics
            HR - Bureau - Slavery - Decentralisation - Paganism
            (Can revolt in 3 turns)


            Religion
            Confucian (can revolt in 0 turns)


            Science 50%

            Current (47/turn): Feudalism (17 turns)

            Treasury 50%

            Current 13g (+29 g/turn)


            Cities

            Eye of the Storm (Size 7)
            WF: 44, 74, 7, 78, 9, 8, 1
            Food: (4/turn) 9/34 (7 turns)
            Hammers: (13/turn)
            Production: Skirmisher done. Begin library (7 turns)

            Winestrom (Size 6) (poprush - 36 turns)
            WF: 2, 3, 4, 7, 87, 88
            Food (9/turn): 19/32 (2 turns)
            Hammers: (1/turn)
            Production: Library 37/90 (a long time)

            Taz City (Size 5) (poprush - 41 turns)
            WF: to 14, 1, 2, 88, 2
            Food (5/turn): 15/30 (3 turns)
            Hammers (6/turn)
            Production: Library 38/90 (9 turns)

            The Voice (Size 1)
            WF: 4
            Food (3/turn): 12/22 (4 turns)
            Hammers (4/turn)
            Production: Library 5/90 (21 turns)

            Carnero Tempestas (Size 1)
            WF: 1
            Food (3/turn): 12/22 (4 turns)
            Hammers (1/turn)
            Production: Granary 4/60 (56 turns)


            In-game diplomacy
            None

            Distant events
            None

            Comment


            • #7
              I decided to build a library in EotS to encourage growth and science there. Taz can pop rush a settler in 4 turns (delays Pacifism and Caste system for 1 turn, but it means that EotS can build a library rather than a settler now). I have set Science to 50% to accumulate gold; I will increase the Science rate to 100% once the library in EotS is done. (Does AC need Feudalism ASAP? Otherwise it will be more efficient in the long term to set Science to 0% atm.)

              I have sent a spearman to see where AC's southern most border is. Unless I hear otherwise, I'll send the next settler to the Banana site.

              I propose we send the Taoist missionary to Taz. Taz can build 2 temples quickly in between whipping and then hire two priests for a shrine.

              I still need a response RE borders with AC (see post above). Are we permitted to send a unit around the edge of their lands? (I doubt they would let us send one through their lands.) Have we agreed to a border with them yet?

              Comment

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