Turn 108 - 410BC

akots

Poet
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Moscow-Houston, Russia-USA
All is quiet in our mainland. People are living nutritional and prosperous life there. Here is the screenie:
 

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Our capital has finished building market and makes 10 shields per turn, so it is set to build spearmen every 2 turns.

Barbarian uprizing has generated a huge number of units. There are 17 horsemen and one warrior on these tiles. We can gain at least 5 slaves from them in about 10 turns unless C3B will interfere.
 

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Regarding Khazad-Dum: below is screenie of KD and vicinity. I'm thinking that it would be great to rush or build temple instead of barracks or walls in this city. Temple will enable the use of 2 bonus tiles: game and cane. This will greatly increase the productivity there and enable the city to build its own defences. With Construction, the city will be able to grow in size rapidly and may be even build the Aqueduct. Still it does not have fresh water though.
 

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I agree with everything. Only I'm afraid the Javalin Thrower might die. I mean 17 horses is a lot! :eek:
 
Yeah... quite an amount. But why are they stretched like that? I guess C3B moving units... or are they simply stupid and not in one stack?
 
I guess we'll have to heal JTs for some time after attacking. Also, might be, C3B is moving some units on the barbarian axis up north and the barbarians are reacting to these movements. The strange thing is that the stack is split. And the only reasonable explanation for it is that the stack has attacked something and apparently killed that something. It might be a C3B unit. We also lured them south on the axis with warrior on the preceding turn. But now looks like warrior can be more useful trying to conduct a "map-the-neighbor" mission. He has some time to do some mapping in C3B land but then would have to be disbanded. (We don't want them to trigger Golden Age too early against this poor guy).
 
I agree on the temple in Khazad-Dum. We will get 3 food from the game if I'm correct and 2 from the sugar... we'll have a nice surplus. We might not even need city walls if we build an aqueduct there...

Which would be better, attack the barbs with the JT or lure the barbs to attack the JT? The first option is slower, but will offer a more safe way to get workers... the second one is faster, but more risky, as we won't have the time to fortify the JT.. butr if we had 2 there, it would be the thing to do.

Also I continue on the city naming proposals you have been overlooking: The city on the island should be Duckburg or Duck Pond, maybe the latter would be better as it is a lake there..

The one in the desert (Tulum) could be called "Or" as it sounds kinda Egyptian and they lived at the floodplains/desert area...

Oh, and of course "Unlucky harbor" for Piedras Negras... :mischief:
 
OK, got that "Duck Pond", "Or", and "Unlucky Harbor". Will rename next turn.

What about Uaxac?

We would have to poll the issue of Khazad-Dum growth apparently. But looks like if we build temple within the next 10 turns or so, within the following 10 turns, the city will grow to large size, increasing its cultural borders and bringing the productive tiles in its radius. It looks like it can be very productive in terms of shields when the plains are mined.
 
What is the system for naming cities?
 
I remember. The problem is that I can change it only to Khazad-Dum (or Doom? Or Khazad-Doom3) without screwing my language bars since I don't know of any way to copy the symbols from the character map to the city naming box. When I edit it like it is, the umlaut in Dum turns into a Russian letter ъ. But I will try again.
 
akots said:
Alas, the game spot for the CoG plan has been settled by C3B.

This is most unfortunate. I was afraid they were going to plop a city down there soon.
 
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