View Full Version : Turn 30


DaveShack
Sep 05, 2005, 05:59 PM
Switch Cruller to a worker and MM to a forest so that production can catch up with growth a bit. Hadn't intended to leave it on the wheat.

Shelbyville was only producing a barracks because I would prefer veterans to regulars, but we do need warriors so changed it.

Warrior moves SW to fill in our knowledge of the east. I'm thinking next moves will be either to the S or SE, then bending back to the E and NE. We want to stay a couple of tiles inland of the coast, and use a curragh to be produced after the settler to fill in the coastal info.
Curragh continues westerly.

Springfield could be producing granary, curragh, settler, curragh (or settler first depending on citizen input). Shelby could be producing warriors while Cruller produces worker, warrior, worker.

DaveShack
Sep 05, 2005, 06:09 PM
Here is an update on the Greek positions.

DaveShack
Sep 05, 2005, 06:10 PM
And an overview of our and their position in the world.

Robi D
Sep 05, 2005, 08:07 PM
It would seem that there are two continents next to each other and that mia and us have gotten the southern hemisphere, so i think it would be safe to assume the other two teams would be in the north of the two continents, might be worth while sending a warrior on a trek north to check it out.

admiral-bell
Sep 05, 2005, 08:39 PM
we should trade world maps with greece

DaveShack
Sep 05, 2005, 09:49 PM
we should trade world maps with greece

The rules prohibit us from trading maps until we have the pre-requisite tech, which I think for C3C is Navigation -- or is it Magnetism? In any case, we are not permitted to divulge map related information, at least not in a visual form.

zyxy
Sep 06, 2005, 03:35 AM
Switch Cruller to a worker and MM to a forest so that production can catch up with growth a bit. Hadn't intended to leave it on the wheat.
:eek: You would have gotten the forest on growth anyway. Sorry, this is just a bad move. I would gladly pay lux tax for another citizen.


Shelbyville was only producing a barracks because I would prefer veterans to regulars, but we do need warriors so changed it.
:thanx:


Warrior moves SW to fill in our knowledge of the east. I'm thinking next moves will be either to the S or SE, then bending back to the E and NE. We want to stay a couple of tiles inland of the coast, and use a curragh to be produced after the settler to fill in the coastal info.
Curragh continues westerly.
A little advice: try to move exploring units horizontal or vertical only, not diagonal. They reveal more terrain that way.

Springfield could be producing granary, curragh, settler, curragh (or settler first depending on citizen input). Shelby could be producing warriors while Cruller produces worker, warrior, worker.Cruller needs to grow a bit to do that well. Ideally it should do 5 spt. Shelby can do some warriors for a while, I agree.

The rules prohibit us from trading maps until we have the pre-requisite tech, which I think for C3C is Navigation -- or is it Magnetism? In any case, we are not permitted to divulge map related information, at least not in a visual form.Navigation. I would be against it anyway: we know where they are, they don't know where we are. Why give it away?

DaveShack
Sep 06, 2005, 09:31 AM
:eek: You would have gotten the forest on growth anyway. Sorry, this is just a bad move. I would gladly pay lux tax for another citizen.


I should have been more clear on this -- we're still several turns away from both growth and worker completion so it's not like there is any current impact from this move. Instead of lux tax it would probably be a scientist or taxman instead, since Cruller is the only place we don't have enough MP yet. Once we get it roaded and guarded this won't be a problem any more.

zyxy
Sep 06, 2005, 12:37 PM
I should have been more clear on this -- we're still several turns away from both growth and worker completion so it's not like there is any current impact from this move. Instead of lux tax it would probably be a scientist or taxman instead, since Cruller is the only place we don't have enough MP yet. Once we get it roaded and guarded this won't be a problem any more.

In the last save that I have (2600 BC), it will grow in 1 using the wheat. Even if you don't want to up the lux tax, getting a scientist would be useful too (and still allow for more growth), more useful IMO than the single shield you gain by switching to forest.