Discussion on next moves, 1352 AD

DaveShack

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Let's get a handle on where we stand in the world, as of 1352 AD.

  • We are 2nd in score, with Bismarck having the lead. There may be one or two nations we have not yet encountered.
  • We have the worst economy, by a very large margin. This concerns me a lot, and is something which needs our immediate attention.
  • Our production capacity is quite good. We need to take advantage of this.
  • Our food supply is good, but nothing to cheer about compared to the other world powers. However, more food is only useful if we have the capability to grow, and more analysis is required before we will know if this is a problem.
  • We have the least powerful military of the known civilizations. The magnitude of the gap with Bismarck is large enough that there is significant danger of a war against us.
  • We have the most culture of any known civilization, even without the benefits of religion. Our culture will be insufficient for world cultural domination.

Urgently needed:
  • Improvements to our military power.
  • A stronger economy.

Next step: it would be helpful to analyze our cities.
 
I think if we increase or Science rate we will be better off. Gold does no good if you are dead. I havent checked if we can upgrade any units but if we can that wodl help cut the military gap some.

We need to get courthouses built to allow the Forbidden Palace. We need forges built, libraries built...both of these will eventually allow the national wonders of iron works and oxford university(with 7 universities).

AS part of this thread(or another) I will give my assestment of the military. I am currently working on a restructuring plan of defense and planning an offensive force which could react to any threats. (might be ready tomorrow)
 
Like DaveShack said, our economy is in bad shape. I'd say it's laughable.



Why is the forest tile being worked? The mined hill tile produces one more :hammers: , but why not move it to a coastal tile to promote growth? Coast = beaucoup of :commerce: .

I'd suggest changing Red Dot from a harbor to a lighthouse. The 50% increase in trade routes (both of which are one commerce so far) and health increase are not needed right now. A lighthouse gives it more two :food: tiles, and more coast. The coast will enable Red Dot to grow quickly. Coast = beaucoup of :commerce: .

Why are there no cities here?:



Two cities are rioting, yet we have incense five tiles away from the capital, unconnected and not even in our cultural borders. This should have been a high priority tile for us, and the other red dot I put on should have been an even higher priority. It has two high food outputs, three hills, a river... :yumyum: when it comes to cities.

Fort Impervious has too many farms on riverside grassland. They need to get made into cottages.

Const. Falls has five riverside forests where there should be cottages. We need to remedy this situation quickly.

Why does the worker outside of Old Sarai have an archer escort? More importantly, why does its movement count not say zero? Have it clear the tiles among tiles of jungle around him. There's no purpose to that green stuff. What is this, Sacred Jungle? :mischief:

There are two extremely valuable workers grouped together outside of Toot Uncommon. One has two movement points left. They're working on farming and connecting a health resource we already have one of. And it's not in any city's radius. :shake:

There are four workers grouped together on a grassland hill outside of Basillica why???

Having defensive groups of units around our borders is an excellent idea; one I support. However, get to building roads on the tiles they're standing on. Their use is immediately diminished if they have to spend a turn moving onto a road.

All in all, room for improvement. Let's get to it if we're to kick some arse! :hammer:
 
RM..re new cities..costs were too high.

Workers..were supposedly building a long road from one end of the country to the other.

The defensive units will be restationed. I think most of them are still where they were at the end of the German aggression.

Also..dont be so quick to cut all the forests and replace with cottages some may need to be farms. We have to have the growth in those cities to get to work those tiles. And we need to "use the chops".

Fort Imprevious is a GP farm..high population hence the need for the farms.
 
robboo said:
RM..re new cities..costs were too high.
Okay. We need to get them settled as soon as we're able to support them.

robboo said:
Workers..were supposedly building a long road from one end of the country to the other.
Now that that's done, we need to get them out and doing some manual labor. They don't need to be grouped together.

robboo said:
The defensive units will be restationed. I think most of them are still where they were at the end of the German aggression.
Alright. I just got back into the game, so I have no idea what our history has been.

robboo said:
Also..dont be so quick to cut all the forests and replace with cottages some may need to be farms. We have to have the growth in those cities to get to work those tiles. And we need to "use the chops".
We could use the chops as an opportunity to get Const. Falls all modernized and up to date. It would be nice to have a reliable city in the south. Get that market chopped. Plus, we have corn in this city, so five riverside grassland cottages would be a prime build. We have plains for farming and hills to mine. I think it'll be okay for food.

robboo said:
Fort Imprevious is a GP farm..high population hence the need for the farms.
Okay. Once we get civil service, could we look into transferring those farms to the non-riverside grassland?

Thanks for taking the time to respond to my comments. As I said, I'm not up to date on our history, so some of the reasons might be lost on me. :)
 
No problem..at leas tyou came to try to help out...

And besides it fits with the overall "Confusion" theme of the game at thsi moment.
 
robboo said:
And besides it fits with the overall "Confusion" theme of the game at thsi moment.

I thought we missed Confusionism and don't have any religions.
 
donsig said:
I thought we missed Confusionism and don't have any religions.
:crazyeye: :lol:


please be joking...I hope
 
put science slider at 50%, banking will be finished in 9 turns.
Make open borders with Mansa, Saladin and Alex.
Trade Engineering+50 gold from Sally with our Theology, Philosophy and Civil Service
Trade Music+World Map+30gold from Mansa for our guilds.
 
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