Boff-02 Behaving Badly

PS.: As is think ot it closer. The delaying Liberalism thingie is most likely not worth it, even if it works the way i hope it.
Astro sooner might give us enought headstart alredy.

Still concider the "Producing Research" (Jellystone, Maybe Prague) option for a few turns, if we come in close on Economics.
 
I just managed to waste about 20 mins watching you tube's dinner for one starring said Bernd_das_Brot. You may now put a fork in me and call me liq.

Really interesting character btw haha.

Well considering building wealth in Prague alone is adding 17 raw beakers (about 10% of our total science pool, yeah building research would be nice. Before doing Prague though I'd slot in a 6 turn settler for east town.

As for the stalling astrology tactic..

Well first we know that nailing econ first is no longer a must, though would be nice. Since have jelly as a 90% pure GP farm and we managed to land the mining inc GP already:goodjob: we have time to deal with the minor chance for a non merchant.

So stalling liberalism for the sake of econ isn't required absolutely though the way you are thinking about it makes a ton of sense and is a good idea.

So what does astrology now net us..

TRADE!!!!

First, not all the civs are goofing with merc such that getting over seas trade going will really help our base commerce. Also allows us to trade for effing happy resources. I mean dyes alone is 2 happy and sury has extras so should be easy to get. We are so effing happy starved that that one resource allows us to immediately grow half our towns and free the need for two HR based archers if we can multiply it.

Astrology also gives us exclusive access to that island no matter how we deal with it. Just setting it up and then letting it go would benefit us even more so than keeping it prolly, considering we can farm those towns with religion and corps. That settlers are cheaper for us just makes a liq laugh. I'll draw up a dot map but those two fishies are going to make it ugly:lol:

So overall, we really want astrology in 10ish turns as opposed to stalling it 15ish additional turns all for the sake of saving 10ish turns on econ. Ish abuse!

Finish pumping out the last two major dots and see how our economy is for the 2x fillers and ultra crap maoi-less sheep town :lol:

edit incoming prolly.
ok el crap dot map.

boffo2crapislandmap.jpg


This is the basic min max grab all you can, eff the tiles map which assumes we are not going to keep the the island itself but are rather going to split it off as a colony.

The basic idea here is all towns need to be costal and to make sure we nail all the resources in a BFC. Blue especially is not pretty :lol:

Green dot has an option of actually being the barb town and then cramming another crap town north of it :D this nails us a a settler free town and nets us another town to dump the old confused corp. Not to mention it nets the lucky civ two additional tiles green dot would otherwise miss!!!!!!!! zomg indeed.

A shame about teal dot's lone forest eh? :cry: Btw teal gets horses though the icon is missing.

Oh and to maximize our Confused Corp Whoring, allow a liq to pull an inside joke and present you with

boffo2TankTimeRodeoRedux.jpg


Cheers!
-Liq
 
btw setting the fake mao island free as a colony is an option only, not 100%. Need to see how bad maint is with that crap piece of land and a forbidden palace hehe.

Keeping the island colonial costs free, means 2 towns on main island and teal dot.

if we want to set up the FP on say red or teal and choose one other town, settling on the sheep directly would effing pown as it's costal/no ocean and has two fishies and ponys to buttress the ultra crap plains!

To combat the fog allow liq to introduce a brand new product... Colonial Brand Cheese.

yes setting up tanktime and barbtown and then letting those two go purely out of spite!


Cheers!
-Liq
 
That blue fish city in fake china looks a bit obscene to me. I would suggest skiping it.
Settle Orange 1S instead. It will not be able to work that fish, but will get it for suchi with second boarder pop. (Or settle orange on the sheep, to work both fish)

Wit 3 toens on the island there will be no Colonial fee to speak of too.

@The Tank inside joke - i had once a capital (speak starting plot) that looked like this + 8 Fish. Was a fun game.
 
This Turnset started the ball rolling and then when corneh left a surprise settler to pop in a trash town, silver ran with it... and spawned this monster on the lone plains hill that we had to fog bust all game.

akk01tanktimetown.jpg


akk01tanktimedetails.jpg

keep in mind silver popped that guy without mentioning it and no one ever opened the city up afterwards. So that was pretty much a toss away town that could push out a stealth bomber in 6 turns.......

Cheers!
 
1500AD (320):

Preflight check. Well, with Refar in charge right before me, I know I usually don't have to check much, but I go ahead and check all the cities to reinforce good habits.

Jelly is maxed out in happy and nicely stagnant, so no problems there. I think Refar has the right idea about building research or something. Our GNP is not wonderful.

Augsburg is fairly optimal, but we have enough surplus food coming from the pigs, so I work a cottage instead of the grassland farm.

Prague is on missionary spam mode, which is fine, as we will need one for every new town. Our food surplus here isn't as nice as some other towns, so we will be forced to use farms for a while.

I stagnant Vienna with an engineer as it is at the happy cap. We need more troops.

Aachen is stagnanted by moving off the FP farm.

Nuremberg is going to grow past its happy cap in 15 turns. Hopefully we can get another garrison unit to it in time, but we could also just hire a priest to stop growth.

Mainz is somehow a respectable town despite having fairly marginal terrain. We can make 1 extra commerce by working the lake instead of the riverside farm, so go for it.

Ulm is set to grow 1 turn too fast, so move off the farm and into the forest.

Pisa is pretty bad, and we are trying to build a Rathaus with 1 hammer. According to Liq's Master Plan (TM), the Globe would be good in this town for mass whippings/drafting. We need a granary first to facilitate all of that, so dial one up. It will also allow us to whip the Rathaus faster.

Florence has a ton of food, and rocks the house. It looks good the way it is. I'll push out the HE when we have all other buildings in place that this town needs.

Let's take a look at the diplomacy... Well... this is ugly...

set4diploscreen.jpg


Well, the game claims that Montezuma is our worst enemy, but it doesn't say who is Montezuma's worst enemy. That's really weird... I hope it doesn't mean that WE are Montezuma's worst enemy, or we're in for a real short train ride...

Sury built the AP, so we need Theo in order to block out Hinduism, otherwise we risk a diplomatic victory by Monty >.<. Obviously we'll finish out Oxford first in order to stem the pain from that, but we'll need to keep an eye out for Hindu Missionaries.

Oh, and former China is here.

set4formerchina.jpg


Sury owns Beijing now, clearly taken from the barbs.

I change our EP weight to only Sury and Monty.

1505AD (321):

Monty adopts Merc, which is bad as we are down to Justy and Wang as possible overseas partners.

Jelly's settler is done, and I send it to Green Dot. Dial up a Longbow. We need military, so available towns will work on that.

Do this trade with Justin.

set4justintrade.jpg


It's almost even, he gets about 200 more beakers than we do.

Monty won't trade with us, because, yeah, we're his worst enemy. Damn. He is missing many techs, and has stuff we need. Backwards, yet now has two vassals. Hopefully they should bog his economy down.

We do this with Sury.

set4surytrade.jpg


We lose the obvious 25 gold, but otherwise, the deal is straight up. Not going to get much better on Monarch. Everyone has Optics anyways, except Monty, who doesn't even have Compass.

1510AD (322):

I get Open Borders with Justin when it appears that I won't be able to get through Monty land.

Replacing some farms with watermills at Aachen.

Found Luxemburg, and immediately dial a granary.

set4luxemburg.jpg


1515AD (323):

Prague's missionary finished, so Confuse Luxemburg. Meanwhile, dial up a Confucian Academy here, as it will be a primary city.

Vienna's lighthouse is done, so order a market. I should've probably ordered military.

Augsburg is done its lighthouse, and I realize I was stupid and should've built something else there instead, as it doesn't factor to work any water tiles for a while. Ok, it needs a bunch of stuff, so I settle on a colosseum.

1520AD (324):

Our roads near Jelly on the horse get nuked by floods.

set4floods.jpg


We have most of our work done, and workers nearby. We also have horses at Florence anyways, so I will divert a worker for that later...

Spot a Sury city off the mainland to the southwest of their continent. It's hilarious, because Sury is the farthest from this land.

Jelly Longbow is done, and dial a Landsknecht for fun as it will finish in 3 turns as well (and carryover hammers don't count in wealth or research anyways).

Ulm is done a colosseum, so dial a monastery. Likely follow up with a barracks and build troops here for the east.

Florence also done a colosseum, so dial another monastery.

Aachen finished a university and defaulted to a market. I insert a longbow first for Nuremberg.

1525AD (325):

Pisa grew this turn, so assign the new citizen to the mine for a granary in 17. Border pops in 10 turns to net the clams and speed growth.

1530AD (326):

The longbow comes out of Aachen and it goes back to the market. Longbow heads for Nuremberg.

Pedro is stuck, because we don't have OB with Monty, so going to walk around his land, boo.

Anyways, dropping off Evil Twin Slinky in Justy's territory.

We also punk a barbarian Galley with "Ere We Go!" near Sury's island.

1535AD (327):

The Landsknecht is done at Jelly, so sending it to Prague to help out the garrison there. Dial for some research, and Liberalism drops to 2 turns.

Mainz colosseum is done, so dial a settler.

1540AD (328):

Florence pops its borders and is done its monastery, going to push out HE in 9 turns.

1545AD (329):

We cash in Liberalism AND Astro. Finances rocket from -14gpt to +10gpt. Nice. Guilds in 7, so dial that up. Wang is 10 turns to Education, and we want to lock him out of economics for now. Sury already has Education though, so we may be screwed.

I note we can revolt to Free Speech, which may be desirable to help out our cottages later on. First we need to get Oxford done though.

1550AD (330):

The road to the horses has been repaired! Yay.

Ulm's Monastery is done, so go for a barracks, as commerce sucks in this town.

1555AD (331):

Someone far away gets a Great Prophet. Great...

We can no longer see what Wang is researching, so clearly I need to put more EPs back on him.

So Monty appears to bisect Justin's territory. Clearly he captured it...

Aachen's market is done, and that really helps our gold. Plug in an observatory.

1560AD (332):

Well... looks like Sury just landed Economics....

set4suryecon.jpg


I can't think of another way to land 2 GPs on the same turn, and one of them is a merchant. In other news, Monty gets a GA... great...

Our spies meanwhile say that Monty is going for Astro in 6 turns. Trouble.

1565AD (333):

Sury completes Angkor Wat (irony). What's funny is he didn't build Angkor Wat in Angkor Wat, lol.

Oh, and Monty adopts Slavery and doesn't gain a turn on the tech, so no idea what's up with him.

Our boats find an Aztec Adrianople, so clearly Monty really smashed Justin...

set4adrianople.jpg


1570AD (334):

Ere We Go! kills another barb galley while exploring the south end of the enemy continent.

1575AD (335):

Pisa finally gets a border pop to net the clams, so we do so and get lots of food.

The Aztecs meanwhile, finish the Best Defense quest. What does that mean? I think it sounds like trouble, honestly... but I don't remember that quest.

The Settler at Mainz is done, so sending him out to the Eastern town spot. Dial a harbor as we are pulling decent trade routes.

Confucian Academy is done in Prague, so we have happy cap to play with here. Dial an observatory, and fire the engineer.

Ulm barracks is done, and commerce still sucks. Dial for a longbow as we are at the happy cap.

It occurs to me that I didn't trade at all for any happy resources. Seeing as it is the end of my set, I won't initiate any trades yet. A few things though. Only Sury and Justin will trade happys with us. Justin will trade Furs straight up for some health resource, while Sury will do the same for Dyes. However, we only have 1 of each resource that Sury wants, so we would have to do without a bit of health (not a huge deal).

Before initiating trades, dial science until our gold becomes negative, so they don't demand cash from us (I noticed this happened when attempting to trade with Sury).
 

Attachments

oh guilds in one we need a defense now hehehe. Tech path gunpowder first and then straight to rifling as fast as we can to pump out defensive muskets.

scary time hehe.

Well you are up ksg hehe.


Cheers!
-Liq
 
I don't think we need castles here. They are barely useful overall and utterly useless at the onset of the Gunpowder Age, with no enemy on out landmass.
They are obsolete with Econ anyway.

I would prefer not having too many muskets either - Rifles or Grennies should be the target.
 
Well .4 strength of a Soz monty with astronomy in 3 scares a liq hehe.

Well big picture wise we need mg's and railroads as a general target. Rail roads nets us two things here, one is a rail system to deal with this crappy island hehe and two it opens mining inc which we want to spam like now hehe.

we go want to open muskets soon even if we make none tho as the whip is always nice.

Game got interesting hehe.

Cheers!
-Liq
 
the best defenc quest rewards:

Prereq: ENGINEERING
Obsolete: RIFLING or RAILROAD or ECONOMICS
Active/Weight: 30/400
Aim:
Build default number of players for this world size castles (7 for standard)
Result:
1.All Melee units gain the City Garrison 1 promotion
2.gain +3 Attitude with all AIs you have met
3.IF you control the Great Wall gain +25 Espionage points for the Great Wall
Quest8:
 
Oh, yea sorry missed the part about the quest.
 
sry i'm an a**, I forgot it was my friends bday last night so i wet out drinking. I'll play and post in the next few hours.
 
The whole quest discussion somehow went into the realm of :hammer2:
I got Conquistadors comment wrong (i did not conneceted it to the quest and assuming him suggesting us building more castles).

We don't have that quest.
Monthy has that quest already finished.
 
guys i wont be able to play untill thursday. so if KG has finished his set be4 then feel free to swap/skip me. Last week at work before my sumer holidays so ill be able to play alot after this week.
 
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