1720 Bc

HUSch

Secret-monger
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Nov 23, 2005
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1. Ari (99/100) goes 8
2. Pyt 1
3. Leo i (2/5) and break
4. Ana (58/100) heals at forrest
5. Research decide

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Ahh! A source of my confusion: the screenshot I was using to count the tiles a workboat must travel was very old - the workboat was being constructed in Perimeter :lol:

I guess it's good to explore to the north for a couple of turns, to see if there is a food resource. But after that, we should go explore the trade route :mischief:
 
1. Ari (99/100) goes 8
2. Pyt 1
3. Leo i (2/5) and break
4. Ana (58/100) heals at forrest

everything ok for me

research:
I think we should go to 100% research on IW (-> 10 turns) now. We have enough gold to finish IW with it.
(A second riverside-cottage will let us finish in 9 turns, on average 2 more cottages will finish IW in 8 turns.)

possible MM/production in the next turns:
T57 (now): MM looks good
T58: CERN: pop4: clam+3xmine -> worker (58/60 +31:hammers:(10 prod. + 20 (chop-yield)+1:food:)
T59: CERN: worker finished -> settler (0/100 +40:hammers:(+29(overflow)+10(prod.))+1:food:)
T60: settler can be whipped for 2 citizens
T62: whip anger of first settler-whip vanished

edit:
possible name for Mutal: Entropia
 
Topas,
1. where should the settler go? We need some fighting units.
I think, 1 Holkan in the south and 1 in the east, before we whipp a next settler.
2. Where do you want the next cottage to work at? Peri get no.

I would want play in ~1 hour, if no contrary votes come.
 
1. -> 9 of banana
We can chop a granery, farm the banana after IW (we will be almost done with IW when settling the city), then work some cottages and then "forget about the city"
Overflow from settler is about a half holkan... after growth peri speeds up with the warrior and can build a holkan afterwards

2. I just mentioned it so people have an idea how long IW takes or how to fasten it;)
Don't see an immidiate 2nd cottage ... maybe 4th city can support a cottage rather early...


My biggest problem with this game (or perhaps team?) is, that we have no clear strategy or goal, which we want to archieve in the next 20, 30 and 50 turns.
I tried to set up some discussion on it before, but nobody replied...
Right now we are discussing each move/action in the turn it has to happen. This way we mostly do, what is best right now, but I'm missing the big picture...

The research discussion for instance:
Of course, AH is definately the best choice short term, but looking mid term (~15-20 turns) it is not the best choice.
Short term means: We get ONE great tile (that I certainly want to work better today than tomorrow) and we see horses. This takes 5 or 6 turns (don't remember exactly).
Looking mid term: We get a HUGE grasland-gems-tile, are able to grow a commerce-city 9 of the banana reasonably, see iron (which we suspect in our cap-BFC!) and can get a couple of techs (AH, writing,...) via tech-trade.
... the only sacrifice for it is: 5-6 turns of working pastured cows...
Other examples for this short term vs. long term thinking could be
- whipping CERN
- MM of Mutal

I really wish, that we define our goals for the next ~20 and the next ~50 turns.
And then we adopt our moves/actions according to it.
... I really don't like the way we decide right now without any plans...
(Do we want to rex or do want to build a wonder or do want develop our lands/cities or do we want to raise a military... I really don't know any about all your/our plans... it's impossible to argue for instance on the next research-project seriously, if everybody has its own midterm goals.)
 
I just took a look, and now that CERN has grown, we have 1 unhappy citizen.

If I'm not mistaken: CERN grew in the interturn -> 1 citizen unhappy, but this turn Pyt arrives, so that'll have no unhappy citizen;)

edit:
Crossport with HUSch
 
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