Turns 120-129

How many :science: are our other cities producing?
 
Oh, about this much...
 
The Academy will be a far better investment in the mid to long term. Go for that, I say. :)
 
Loco's new city is a hive of activity, but we say goodbye to civilization as we head out into the wilderness in search of Epsilon. In the east a new passage was discovered just as hope was lost. The Aloha scout shout keep barbs out of our way as we head to Piffle.

A barbarian warrior is about to get killed by our axeman in Magadan.

Built an Academy in Wheelville. (plus 14 beakers)

The economy is stagnant again, but we need money for better civics next turn.
Organized Religion will be most useful and cost 3 gpt, Caste System will cost 2 more and while it means leaving slavery behind it gives us better control over the GP we make in Wheelville and lets us use merchants to pay the upkeep costs that we other wise couldn't afford. I'd like to switch civics next turn so please let’s get this discussion under way.

Another option to consider is that Glassport, Sinsburg, Magadan and Polynesia all have upkeep costs of 4. A courthouse in each one would be a big help but won't happen too soon, especially without rushing.

Innovia is now home to a million people, every one of which is a Hindu, making it the largest religion in the world.

Good news: Loco has finally got back to us on our trade offer; please see the loco thread for details.
 
I'd like to switch civics next turn so please let’s get this discussion under way.
I do like OR, for the easy missionaries and the production bonus (we need more production, it's pretty low at the moment), but I don't really like Caste System. How many specialists are we going to run anyway?
 
When we finish the light house we can run 5 specialist in Wheelville and still grow. Without Caste System that will have to be two scientists and 3 priests. Caste System gives us many more options and a very nice way of making money by running merchant specialist.

How about we just try it out until we finish Feudalism (4 turn IIRC)? Then we can reconsider our civics.
 
I think we should switch to OR. And I'm mostly for serfdom with the occasional switch to slavery for whipping. Exactly how much benefit would we get from caste system? And compare that to having our work force effectively multiplied by 150%.

Though we could try it until feudalism comes around as 1889 suggests...
 
Killed barbs in Magadan, see lots of new tiles in the east and south, Hinduism spreads to Loco’s new city!

Switch to Organized Religion and Caste System. 4 Merchants in Wheelville, now with National Epic, has economy growing by 6 gpt and next GP due in 10.

Loco also has Music for trade (858) Why would we want music?

Wheelville begins lighthouse, start silk plantation in Polynesia, Feudalism in 3. Next tech is…and shall we resume expansion?
 
Does Wheelville really need the lighthouse now? I would prefer a market to get a higher amount of gold and some extra happiness.
 
Good idea, i'll switch 'em and we can still catch the 29 hammer overflow from National Epic.
 
I am so confused, why do we have so few hamlets? Should we be building a massive town economic base? Especially on that floodplain? Or did I miss something? Don't forget, I am trying to suck information out of the screenshots because loading the game is an ordeal. I thought a huge unstoppable town economic base was the way to win but you guys probably know better.
 
I'm not sure how many cottages we built but the floodplain city, Ploughland, is a big money maker. Our capitol, Wheelville, is the birthplace of Hinduism and home to a bunch of merchant specialists, with bureaucracy it is producing much gold too. Sinsburg, a coastal city in the north will be a nice source of gold when we finish the lighthouse and start working those coastal tiles. Polynesia, a former barb city, will make lots of money once we finish the sugar plantations. So there are lots of ways to get income.
 
Kind of a dull turn but our cities are doing well, please offer your insight on what buildings we need and in what priority, What tiles we need to improve, if we should focus on food or hammers...

The build queue for Chowderton is a bit fanciful, but I think we should leave the settler in Sinsburg as is, due in 11. Magadan and Glassport didn't fit in this post.

We are nearly first in population, but in 3rd place by most other measures. Our low manufacturing is probably what is holding us back, the only solution I see is new cities.
 
Chowderton might want to hire an engineer in 4 turns.
Ploughland needs a new improvement (probably a grassland hill mine) soon.
Sinsburg needs a cottage soon.
Could we hook up all those resources near Polynesia?

All together, I think we might want to get a new worker soon.
 
Wasn't planning on useing specialists in Chowderton, thought it would be better to work those coastal tiles (also starting another cottage in the jungle).

The Ploughland worker will start mining a desert hill on the river next turn.

Cottages in Sinsburg are low priority to me, it'll have all those coastal tiles to work.

We just started a plantation in Polynesia and one of the workers in Glassport will work his way down there to help.

It may look like we need another worker now, but most of our citizens are already working improved tiles and growth is starting to slow down. Remember too that we get vassalage in 3 turns or so for a +50% on worker speed.
 
I think that working normal coast tiles without a lighthouse isn't that good, and an engineer in Chowderton might speed up the building of a lighthouse a bit (haven't done the math).

Ploughland: Desert hill might indeed be better as we've got enough food there.
Sinsburg: Grassland river cottage > coast with lighthouse

Remember too that we get vassalage in 3 turns or so for a +50% on worker speed.

Serfdom :p
 
Looks like we finally found Aloha's border. They are still quite a ways away though. Nothing but nothing down south.

I hope Loco liked our offer because we are loosing the tech race unless we make some clever trades with Feudalism. We finish it next turn, what is our next tech?

An important aspect of our economy that has not received much attention are foreign trade routes. Loco doesn't have enough cities so most of our trade routes are between our own cities. I've set Glassport to start a galley next turn. Hopefully it can sail north and set up trade with Aloha, but that route may be blocked.

Site 10 is another city location to consider, it may be a valuable gateway to Aloha and trade.

Well what do you know, Chowderton is celebrating WLTKD! Maintenance there is now zero, saving 3 gpt.
 
What about site Dzeta? It would grab us another clam and some grassland, although it won't give us a canal city.
 
Dzeta connects to the southern sea and so may not open a route to Aloha. Hopefully the NE passage is not blocked and our galley can get through then it won't really matter, but trade routes to Aloha could be worth 8-12 gpt so I think we need a canal or an east coast city. Things may change as our warrior gets a better look around and the settler isn't due for about 10 still.
 
Looked over the save again and Dzeta is a good site, but we can also move Delta over 1 tile. It still has 3 hills, rice and banana but now is a canal between the east and west coast. All we loose are some river tiles.
 
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