Hmm, deafening silence.... maybe just as well, since I haven't played today either.
Somehow I fail to have enough time to sit down for this.
If someone else has, please take it.


mad-bax said:1. I'm not sure that a scout next is necessarily correct. The only civ we have contact with at the moment is expansionist also and will already have met any other contactable civs so we are unlikely to be able to trade much anyway. I would have thought a quick settler would be preferable.
mad-bax said:2. I'm not sure which research path to go for. The granary has thrown me a bit since we cannot irrigate the game so we can only expand every 16 turns anyway and have to pay 1gpt for the privelidge. My preference would have been for ICS without granaries.
mad-bax said:3. Maybe we should research wheel and turn off science. We can then build chariots and upgrade.
mad-bax said:4. Will we try to road our way to Russia? Looks unnatractive. Maybe we can connect through harbours instead saving worker turns. Seaborne invasion looks much quicker anyhow despite the prohibitive shield cost.
mad-bax said:5. I'm not wholly sure about the temple build either. I'd rather keep the population down to control happiness and save the gold and shields. An early temple won't make a single turns difference to the end date IMO. Over 300 turns it will produce 550ish culture points and we will be making 1000+ in the end game.
mad-bax said:Militarily we need to stamp our authority on the game. Reaching 100000 cp is easy, but doing it before the AI get to 50000 will be the trick.
Northern Pike said:I don't understand this.With a granary, a +3 food city can replace the two population points lost to a settler in eight turns rather than fourteen.
Remember - we are going for 100k, so we wil need a temple eventuallymad-bax said:Quite right BTW.
Still don't like paying upkeep for the temple though.