Actually, I can't anymore. I can only view and provide whatever comment I can now. Sorry. I'll let you know once I can get back on the roster again.Stay tuned, you're up next.
A pity, but for a good reason.Actually, I can't anymore. I can only view and provide whatever comment I can now. Sorry. I'll let you know once I can get back on the roster again.
Pffft.Great!
The worker finishing the FP can jump on the icy forest and chop MoM.
The one now chopping S of LP can chop W for MoM.
The one on iron can road on his SE to connect the new city and Panama (a long way).
Not sure where he went. He didn't show up with the airship recon. maybe Joao's archer took him out ?just closed BtS and noticed your point about an HA: where is it?
Ahh. I did wonder, but since you said no demands, and he dislikes Joao more than us, I said no. Sorry.Only one smaaaaall problem: i didn't noticed Hammu has not sailing yet. It's an early tech, we could gave him. And be safe 'til Paras. Well, what is done is done, it's only a matter ot few turns 'til the first Para.
Not sure it works: IIRC only accepting a demand gives you the 10 turns. Can't remember now if we have some minor tech. Buit we can give him MC, to let him build some forge for us, maybe?Pffft.
I go to the effort of ny
numbering the workers, and you can't be bothered to refere to the numbers. Sheesh.
Sorry,i posted some point without the save open
Not sure where he went. He didn't show up with the airship recon. maybe Joao's archer took him out ? boh? he can be on his way to J. or H.
Ahh. I did wonder, but since you said no demands, and he dislikes Joao more than us, I said no. Sorry.
We'll have paras before he's boxed in and wants to hit us anyway. We could always gift it to him anyway for the diplo and to make sure he doesn't sneak attack us for 10 turns.
GB & Sweeta
I posted a map where i indicate my proposal to spread irrigation to Athens.
In my tests i've found this is the best solution, even if we need a lot of workers turns.
To leave the forests for LP is very important for prod, commerce and happiness.
I proposed to FP N of the present worker position in the hope that 2 FP can let some forest grow in the adjacent tiles.
I didn't noted this detail in GB's PPP or i would have pointed out it.
It seemed obviuos to me the way i used in my tests that probably i thought not worth a detailed plan. Mistake.
simonc said:Not sure where he went. He didn't show up with the airship recon. maybe Joao's archer took him out ? boh? What do you mean boh ?
The HA probably headed south into Joao's lands
Humm. Maybe, I can't remember exactly what does and what doesn't.Not sure it works: IIRC only accepting a demand gives you the 10 turns. Can't remember now if we have some minor tech. Buit we can give him MC, to let him build some forge for us, maybe?![]()
Giving him MC for forges will probably distract one or two cities to build forges, but will mean he has more troops for us to kill.
Do, we'll adjust the demands section for the next turnset to give tech < 150 value to anyone, or give MC to Hammy![]()
Looking at Athens only your suggestions are perfect.The issue is how fast Athens will grow. It will get to your Size 13 or 14 in how many turns, 80? Early growth beats growth later in the game. Faster growth means more production. We have plenty of room under the happy cap right now.
Athens has only one tile providing more food than the citizen uses, the Sheep. Even with the one flood plain that you suggest, it will only provide one more food than a citizen uses. Irrigating both the tiles plus the bonus from the sheep will give +4 food per turn very quickly. Your planned irrigation path isn't even set to be worked on at this point. And even when it does it will need ~18 turns just to get that one irrigated grassland.
maybe thisThe Airship was a good move and you deserve the credit for that. It will be interesting to see what other teams used it like us.
Thank you. With the level of players we have in this competition, i can bet we're not the only team with this great move. But i can also bet many teams don't. Remember: circumnavigation was just "the cherry on the cake" first was the chance to meet and trade with 4 AIs. Well, 2 actually.
I haven't had a chance to look at the save yet, hopefully tonight. Then I will attempt to come up with something of such profound importance it will be a game changing event. Like, "I don't think Joao likes us, we'd better watch him."![]()
Your plan sounds pretty good. I will settle the two "Panama" cities on my TS.TS 12 goals:
research: Finish GP, start Philo/Lib
Trades: Watch the alerts and every other turn F4 to see what they know
demands: show them the direction to Hell for any demand. But gently.
Cities:
LaunchPad: Keep always at least 2Sci + 1Eng at work - settlers, uni, workers (to be defined)
Athens: finish MoM (fingers crossed), finish granary, uni ?
Blubz: finish uni, forge
GPersons: If GS, settle. If GSpy, keep for a GA. If a GE, keep him at sleep: he's Mister Mining Inc.
Workers: chop everything right out LP BFC.
Airship: some fogbusting, recon south
Religion: we'll never adopt a religion.
Civics: we'll revolt to FR in our GAge after Lib, probably.
World Map: it can be a great source of money and even techs. But better avoid, unless we have great advantages.
Espionage: Now the other continent's AI are all @1, Joao @3, Hammu to 0 it's OK for next TS, but we'll need to change it after then
Workers and settlers are the priority now. Only MoM will go over them.
OK. Maybe also the one on the Rockies? hm, probably only the settler for that.Your plan sounds pretty good. I will settle the two "Panama" cities on my TS.