View Full Version : Turns 81-90 Summary Thread
jeejeep Nov 06, 2006, 08:50 PM Turn 81
Pennsylvania is founded in the agreed spot near the copper. Borders will expand to include the copper in 10 turns. It started a granary, but I just made that up(need suggestions).
B&O has a barracks in two and growth in four. It is size four.
SL has growth in one and a temple in three.
Reading has a granary in 18, but that will change with growth (three turns).
We have monotheism in two turns.
Discussion: What to build when current builds are finished/in place of current builds? Should we still go for sailing next after Piffle has completed the great lighthouse?
Karl Townsend Nov 07, 2006, 04:31 AM depends can u you post what we can build after we have done this
Karhu Nov 07, 2006, 09:57 AM Piffle got the great lighthouse? RATS!
Karl Townsend Nov 09, 2006, 05:55 AM damm means we cant use water tiles to full extent
well the lighthouse give us a clue to there location
mena they got an island or somthing like
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open space being the sea
jeejeep Nov 09, 2006, 05:01 PM Turn 82
SL has grown and we are about to found Judaism, probably in Pennsylvania.
No time to write more and I'm not feeling well. Maybe more later.
Karhu Nov 10, 2006, 05:54 AM :hammer: - at this point we could use some more workers, especially before settling our next city. suggest B&O build a worker followed by a buddhist temple while waiting for copper to be hooked up, then producing nothing but axemen for quite awhile. SL could also build a worker followed by a settler and then a much needed library.
Getting Pennsylvania's Corn farm up before it culturally expands to include the copper deposit, and a road built to the copper (pre-boarder expansion) should be a priority for our two existing workers. Also, there is no need to build a road on the corn farm while our workers are needed elsewhere, the resource will automatically be "hooked up" to our trade net work via the river (plus we don't need the health bonus right now anyway).
jeejeep Nov 11, 2006, 07:36 AM Turn 83
Lots of news. Besides what's in this post, go to the Diplo thread for our correspondance with Innovia.
Alpha wolf moved onto a hill from which he can see Ploughland, an Innovian city. It is mostly a floodplain city and is defended by an Axe.
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Judaism was founded in Pennsylvania. Shold we switch to Organized Religion?
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B&O fininshed a barracks and started a fast worker (only four turns)
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SL needs something (fast worker?) to build next turn when it finishes a temple.
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One worker is starting a farm near Pennsylvania, the other will start a road to the copper after he finishes with a cottage near SL.
We started on sailing (six turns)
Karhu Nov 11, 2006, 07:40 AM wow, ploughland is a nice city for a philosophical leader.
yes, we should immediately switch to Organized Religion since we are spiritual and there is no penalty.
Emp. Killyouall Nov 11, 2006, 03:59 PM aargh... we're gonna lose, no matter what...
jeejeep Nov 12, 2006, 08:11 AM Emp, was that just random or what?
Emp. Killyouall Nov 12, 2006, 09:15 AM Ya... but we are researching fishing and stuff and someone has CoL?
Karhu Nov 12, 2006, 09:24 AM Ya... but we are researching fishing and stuff and someone has CoL?
they're called "wonders" and they do wonderful things. considering we are industrious, we should build some as well. However that requires Planning in any multiplayer game. So, quit whining and start planning. Or at least ask decent questions like: "we are researching fishing and stuff and someone has CoL. What can we do to increase our science rate?"
Emp. Killyouall Nov 12, 2006, 12:53 PM Oh yeah... I just remember why I posted that first message. wasn't about tech. Was about someone else having an FP city :D BTW, what are the other team's civs?
jeejeep Nov 13, 2006, 06:14 PM SL completes temple, starts worker. B&O is also building one, they will bring us to four total. Then we need some military big time.
Accept the open borders from Innovia as discussed in the diplo thread.
Four turns on sailing. After that what?
Both workers are working near pennsylvania, ready to connect copper ASAP
We are actually doing rather well on demographics now.
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Karhu Nov 15, 2006, 05:27 AM yes, looking good indeed. And it's not like we're that far behind others militarily. Just need a few axemen to spread out in case of barbs and we'll be good their too!
jeejeep Nov 15, 2006, 07:59 PM Turn 85
Not much going on. Since we have open borders with Innovia, alpha wolf is busy moving into position to explore their capitol city area.
In other news, a barb warrior has appeared outside Pennsylvania. It should be okay, as we had two warriors in the city.
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jeejeep Nov 17, 2006, 03:36 PM Turn 85.
Nothing new. The barb warrior left.
What should we build next in B&O?
Karhu Nov 17, 2006, 03:42 PM jeejeep - What should we build next in B&O?
just finished a temple, right? We just need one product while we wait for axmen, what about a granary? We don't need it right now, but we need to waist a few turns here so why not get it done. The other option would be to work on a settler so that we can push one out after 2 or 3 axemen.
Karl Townsend Nov 20, 2006, 11:22 AM i go with that idea
jeejeep Nov 20, 2006, 03:47 PM Turn 87
Seems we will get the axes just in time. We should get them in about eight turns, as the borders of Pennsylvania expand in four and building a mine also takes about four turns. However, their are barb warriors at the borders of both Pennsylvania and Reading.
Reading had to switch from a granary(19) to a warrior(5) because of the barbarian threat.
B&O finished a worker, actually, not a temple, and started a granary(9) as suggested.
SL was also building a worker, but it is about to finish. What should we build there next?
We are explaoring Innovian territory and they are in ours too. Nothing important yet but if there is I'll get a screenshot.
Sailing finishes next turn. What should we research next?
jeejeep Nov 21, 2006, 07:17 PM Turn 88
A barb warrior died attacking Pennsylvania, so we only have the one near Reading to worry about. Alpha Wolf has discovered the Innovian capital, Wheelville.
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SL finished a worker and started a Barrakcs in preparation for axe-building. I suggest that after SL builds a few axes we have it run a priest for another quick prophet for the Jewish shrine, then switch it to a scientist or two and hope we pop a great one.
Still, what should we research next?
Also, where should our next city be, and are we in a rush to get it out? Maybe get it out after we've built a few axes.
jeejeep Nov 22, 2006, 07:27 AM Turn 89
The barb warrior near Reading also died attacking it, so the barb threat is gone for now.
Main news of this turn is that Innovia now seems to have discovered alphabet. They are down sailing, meditation, and masonry, but have discovered animal husbandry as well as alphabet. Should we offer a trade?
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B&O has a granary in three, after that axes. SL has a barracks in four, axes after that too. We should pump out at least one per city plus another for a new city.
Pennsylvania and Reading are on granaries to help their growth.
Research was sailing-alphabet. I had no idea what to research. Suggestions?
No one except me has given advice for four turns.
Karhu Nov 22, 2006, 07:34 AM Repost from Nov 5th
As for expansion, we have quite a host of choices all around, so it just comes down to what our priorities our. These are the sites i've identified, please feel free to point out other sites you feel strongly about and i'll edit them into this post.
Site A) directly north of the incense. The main advatages to this site is giving us stone to build the hanging gardens in the not to distant future and providing a through passage for our navy from one ocean to the next. crossing this with a boat and running north maybe the fastest way to establish trade with aloha as well.
Site B) on the tundra tile north-west of fish. Looks bad you say? well, i think we could use a 2nd production city for military purposes. this is close (low maintenance) has 4 hills for mines, and fish to provide enough to work the mines. one mine is even already built! plus fresh water to ensure the city will get big enough to work all those hills, we have so many resource we probably don't need it.
Site C) on the bare tundra hill. Crab, double deer, corn, and copper, this city is a resource mecca. lots of food and decent production, this city could be a farm if people do not want to reserve our capitol for that. I'll have to think about that myself.
Site D) In the crook of the river on the naked plain. one of our few sites with a happiness resource, plus a bonus one for trading. Excellent site to increase our both near and long term! Although it'll be awhile till we can tap into the spices, it wouldn't hurt to establish this city now while those woods can be use for for building the bare necessities (granary, library, lighthouse).
Site E) the desert tile west of the west gold deposit. Wheat, gold, a fresh water lake, but to far for the bonus. A fine but limited Commerce site.
Site A:
http://forums.civfanatics.com/attachment.php?attachmentid=141839&d=1162744999
Site B & C:
http://forums.civfanatics.com/attachment.php?attachmentid=141840&d=1162744999
Site D:
http://forums.civfanatics.com/attachment.php?attachmentid=141841&d=1162745033
Site E:
http://forums.civfanatics.com/attachment.php?attachmentid=141842&d=1162745033
Karhu Nov 22, 2006, 08:08 AM :hammers: Reading) I say stop building warrior and go back to granary. I really feel we need to get our economy up, and getting this city to "size" is a part of that process.
SL) switch from barracks to lighthouse followed by a library. The two fresh water lakes will then be worth 3:food: and 2:commerce:, little more money, little more food. this will free up a worker to become a specialist, and help our economy while we wait for those cottages to be built.
Pennsylvanian) suggest a Jewish Temple after granary is done so that it can continue to grow.
We'll want another city soon, I suggest site C. If we are going to take advantage of our industrial trait it would be nice to combine that with a GP city. I think this is the place. Even if that doesn't work, this will be a nice site. Our next free worker could start building the road in that direction, and once axemen come out a warrior could fog break in that direction.
jeejeep Nov 22, 2006, 12:44 PM Reading is about to switch back, it only needed another warrior because of the barb threat.
I disagree on SL, the barracks are a perfect fit to give axemen a free promotion, and SL already has enough food surplus for a specialist.
Pennsylvania doesn't really need a temple, it is size two, but whatever.
I agree on site C. Another possible choice would be A. If we do C now I think we should go for A after.
jeejeep Nov 22, 2006, 12:59 PM Turn 90
Reading switches to granary.
SL stays with barracks, it already has five surplus food.
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The borders of Pennsylvania expand next turn, we have two workers ready to mine the copper.
B&O will finish a granary in three turns.
Research was switched to Iron working (12) per Karhu in the science thread.
Karhu Nov 22, 2006, 02:12 PM Reading is about to switch back, it only needed another warrior because of the barb threat.
I know why it was necessary at the time, but now where just building a unit that we're going to eventually kill off ourself with the delete key. So I feel we are just wasting turns.
I disagree on SL, the barracks are a perfect fit to give axemen a free promotion, and SL already has enough food surplus for a specialist.
yes, barracks in SL are perfect if you want to build axemen their. I'd prefer we build them in b&o and get some much needed science in SL before we fall farther behind.
Pennsylvania doesn't really need a temple, it is size two, but whatever.
Penn has a very low happiness limit, but will grow fairly quickly. The temple will allow for one additional pop, if we build it now then we wont have to wait.
I agree on site C. Another possible choice would be A. If we do C now I think we should go for A after.
well, at least we agree in one area. ;)
edit: oh, and nice that turns are proceeding quickly!
jeejeep Nov 23, 2006, 07:46 AM I was planning to build two axes quickly in SL and three or four in B&O. We need a few axes quickly and a barracks is a good building to have generally.
I'm not sure how a lighthouse would help with science.
Karhu Nov 23, 2006, 07:54 AM I disagree with the need for many axemen quickly. Two axemen can be positioned to cover both directions barbs may come from. Additional axemen should not be a priory, but should be produced at the rate B&O can manage until we are "feeling good and strong".
A lighthouse would turn the two fresh water lakes into 3:food: 2 :commerce: each plus add another 1 :food: to our ocean resource. 4 additional :commerce: is unfortunately a significant boost for us. If we had a library then the extra food (from the light house alone) could be used to support one and a half science specialist. Thus the combination of a lighthouse and library significantly increase our science rate in the near term. Building a barracks and axemen first slows that down considerable.
Karhu Nov 23, 2006, 07:59 AM oh, yes. on the trade issue. I think we should send Koondrad to work to see what type of deals he can get.
koondrad Nov 23, 2006, 10:34 AM oh, yes. on the trade issue. I think we should send Koondrad to work to see what type of deals he can get.
Will do.
I'll try to keep my message sort of subtle.
jeejeep Nov 23, 2006, 10:35 AM I still seem to need an exact explanation of how a lighthouse gets us four commerce. It seems to me that it gets us two food, one from the clams and one from the lake. The library and specialists is a good idea though.
We need at least three axemen if we want to guard our next city also, but if we only want three they could all come from B&O.
Karhu Nov 24, 2006, 05:10 AM The lighthouse does not create any additional commerce, it just makes working the TWO fresh water lakes more viable for SL, which each contain two:commerce:. And that's a total of 3 additional :food:, one from each fresh water lake, and one from the crabs.
Since we are nearing the happiness limit in SL it will make less since to work our very nice farm, and more since to work tiles producing :commerce:&:hammers:.
jeejeep Nov 24, 2006, 07:24 AM Exactly which tiles do you propose we work with a lighthouse? I would just continue working the ones we are working, switching to two scientists from the grassland forests after growth. SL already has enough food to support two specialists plus a very small amount of growth.
Karhu Nov 25, 2006, 12:44 PM If you switch away from the two forest and go to the two lakes that shaves 2 turns off the time it takes to research iron working, that's the difference 4:commerce: make right now. A library would more than double that, taking off an additional 2 or 3 turns. A library is a fundamental basic building block and should not be delayed so that we can give +2 exp points to axemen who are going to be fighting barbarians.
One the lighthouse is in place, I WOULD PROPOSE TO WORK BOTH FRESH WATER LAKES AND THE CRAB. I think I've said that 3, 4, maybe 5 times.
Also, we can't switch to specialist if we don't have a library first. If we build a barracks and one axeman that's eight turns. I would consider that a waste.
I'm not trying to be mean, I do this in my own games too. I have six cities in a PBEM game, all of them where building Universities so that I could build Oxford. Then i realized I only need to build the Uni's as fast as my slowest city, 20 turns. And so, went back to producing war units with my 2 main military cities. They will switch back to the Universities in time to finish building them the same turn as the slowest one.
jeejeep Nov 25, 2006, 03:50 PM So lighthouse-library then? I'm just scared of barb trouble. I'm surprised archers haven't showed up yet.
One the lighthouse is in place, I WOULD PROPOSE TO WORK BOTH FRESH WATER LAKES AND THE CRAB. I think I've said that 3, 4, maybe 5 times.
I do listen, I know you want to work the lakes and the crabs. I meant which other tiles do you want to work and which do you want to take citizens off of to work your tiles.
Also, we can't switch to specialist if we don't have a library first. If we build a barracks and one axeman that's eight turns. I would consider that a waste.
I play monarch, I know we can't have scientists without a library. The second sentence there is what we'll just have to disagree on. I think it is not a waste, better to be safe than sorry.
I'm not trying to be mean, I do this in my own games too. I have six cities in a PBEM game, all of them where building Universities so that I could build Oxford. Then i realized I only need to build the Uni's as fast as my slowest city, 20 turns. And so, went back to producing war units with my 2 main military cities. They will switch back to the Universities in time to finish building them the same turn as the slowest one.
I'm not sure I quite understand this part...
jeejeep Nov 29, 2006, 04:03 PM Turn 90
Played but not much time to report. Did the switch from barracks to lighthouse. Main event was that Innovia offered us a trade, Animal Husbandry for our knowledge of meditation. I said I would get back to them but it would probably be a yes. Another thing to note in the diplo screen was that they have one more city than us.
Karl Townsend Nov 30, 2006, 05:07 AM is this trade a fair trade?
jeejeep Dec 01, 2006, 04:27 PM Better for us in terms of beakers, Meditation is 114 and AH is 143.
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