View Full Version : Turn 14, 3350 BC
DaveShack Aug 16, 2005, 01:06 AM Warrior N, shows there are more mountains to the N of our lands so moving onto the mountain wouldn't have helped visibility any. Heading for the forest to see if the other side is coast, marsh, or something else.
Shelbyville (spelling correct?) founded, starts on warrior (10).
Springfield can complete the curragh in 3 turns, or a warrior in 2. I'm still leaning towards sticking with the curragh, and probably send it east. Soon we'll have our government in place and someone can help back me up on decisions. ;)
Writing is down to 17 turns with our new town started, and will drop more next turn when Springfield grows.
DaveShack Aug 16, 2005, 01:08 AM Continued northern exposure.
magnusmarcus Aug 16, 2005, 06:46 AM Are we able to see if anyone else has started there second city?
Emp. Killyouall Aug 16, 2005, 08:29 AM Curragh, since we are getting a warrior from shelbyville.
killercane Aug 16, 2005, 09:52 AM After the curragh, we are in need of a worker (pref from Shelbyville) and multiple warriors, and then a 2nd settler or granary build from the capital. Working the BG at Shelby I believe would give a second uncorrupted shield for a warrior in 5 and then a worker in 5; working the wheat would yield a scientist for writing after the 4 turns to growth. Which is more important, science or protection?
Robi D Aug 16, 2005, 10:44 AM I think we should start looping the warrior back around to the east to see what the surrounds are like on the other side of our cities
DaveShack Aug 16, 2005, 12:43 PM Are we able to see if anyone else has started there second city?
We can only see that definitively by the negotiation screen, but judging by the MP score MIA is either ahead by 1 pop or they just built a city last turn.
vikingruler Aug 16, 2005, 03:54 PM Which is more important, science or protection?
I think in our current situation, protection is more important. Writing is going to drop again when springfield grows, and a scientist will only lower writing by one turn. If we get an MP that would help with the high risk of a city riot letting us do something like drop the lux. slider and up the science sliders, where it can really change how long it takes to get writing.
WarDance Aug 16, 2005, 04:02 PM I think the curragh will be useful... stick to it, I say. And I agree with Vikingruler; a scientist at this point will hamper growth, production, commerce, everything.
magnusmarcus Aug 16, 2005, 07:25 PM Lets continue to maximize our growth..... Personally I believe building a curraigh at our capital to be a mistake.... Our capital is well suited to pump out settlers If we want a boat so bad lets build a settler and build a city by the coast and have that city build a silly boat.
admiral-bell Aug 16, 2005, 07:48 PM Lets continue to maximize our growth..... Personally I believe building a curraigh at our capital to be a mistake.... Our capital is well suited to pump out settlers If we want a boat so bad lets build a settler and build a city by the coast and have that city build a silly boat.
I concur with magnusmarcus :goodjob:
dl123654 Aug 16, 2005, 09:44 PM The boat is a double edged sword.
Pros:
Its good to know where the others are and if they are on our island
Cheaper techs on techs they know
Chance to trade
Allow for a better direction to settle, or to use a more direct policy (war effort or peaceful building depending on who we find)
Cons:
Cheaper techs for the player we see (not good for the philosphy race)
Gives the others an idea of where we are and intel on who their neighbor
Tomoyo Aug 16, 2005, 10:43 PM I think that getting a boat out early is very important. We need to know where our rivals are, and if we find them, weknow exactly where they are, and they can only guess what direction we're in. With a bit of trickery, we might even be able to arrive at their borders from the direction away from us.
The faster tech for opponent thing isn't that big a deal - if we drop their time, we're ahead of them, so they might just drop the race.
killercane Aug 16, 2005, 10:50 PM Boat for sure. I vote for Shelby to continue on the wheat, warrior at turn 7 at size 2, with sci for 3 turns, then a 5 turn worker. No barbs have been seen yet, and a little extra science cant hurt, though I think we're a shoe in for philo anyway.
On tech cost droppage, the Greeks are the only people we're racing with, and if we can find them quickly with our little dinghy, we might be able to persuade them to let us do the republic slingshot, to trade in exchange for their MA tech later. The negotiating sticking point of course would be when we gave them republic.
Civman2004 Aug 16, 2005, 11:07 PM I agree with Tomoyo about the tricking them by approaching from a different direction thing - if we hit borders we should see if there's a way to get at them from a different angle. Our enemies will probably do the same thing though
vikingruler Aug 17, 2005, 09:47 AM The boat is a double edged sword.
Pros:
Its good to know where the others are and if they are on our island
Cheaper techs on techs they know
Chance to trade
Allow for a better direction to settle, or to use a more direct policy (war effort or peaceful building depending on who we find)
Cons:
Cheaper techs for the player we see (not good for the philosphy race)
Gives the others an idea of where we are and intel on who their neighbor
There are more pros than cons, so it a curragh gives us a bigger advantage rather than a bigger disadvantage. Also, with Tomoyo's idea on the whole trickery approach at different direction, will elimanate one of the cons and like Killercane said, the Greeks are the only ones we are racing with, so is a 2/3 chance will won't run into them and like KC said, we can always attempt to persuade them on the republic slingshot.
magnusmarcus Aug 17, 2005, 09:54 AM What are the chances that the other team is entirely land locked? Theres a possibility that we could sail around the entire continent and not meet anyone....
Boats are silly.
Tomoyo Aug 17, 2005, 10:08 AM What are the chances that the other team is entirely land locked? Theres a possibility that we could sail around the entire continent and not meet anyone....
Boats are silly.I don't think the other team will be completely landlocked... we all have similar starting positions, right?
dl123654 Aug 17, 2005, 04:04 PM I didn't make it clear before because I wanted some discussion but I'm also in favor of the boat.
The idea that someone is landlocked is unlikely but lets pretend its true for the sake of an arguement.
If the boat is built instead of a warrior the boat can explore twice as fast as the warrior. This boat will give us intel on the coastal squares faster then a warrior can give us internal squares. If their landlocked that doesn't mean their boarders are not near the water so we can still make contact.
If we still can't see them we will as you said travel around our island without meeting them. This however will give our warriors some direction to explore in.
Also while seeing our island we might see a passage way to the other islands. Face it a warrior can't get to the other island without a boat.
So even if they are landlocked all is not lost in building a boat. But again as Tomoyo said all player should have about the same start so it unlikely that this will happen.
Lets consider what you suggested before to continue to build settlers.
Furthermore let me suggest an idea that if we build the curragh first we will get future settlers faster. The curragh will be finished in 3 turns by that time we will be at size 2 with the food box about at half. If we build a settler then we will be about at size 4 by the time the settler finishes. This will drop us back to size 2. The increase in science is lost due to unhappyness but there will be an increase in production. Granted this might shave off as little as 1 turn. But in 3 settlers this is offset and provides a positive impact for the future if we continue to build settlers.
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