Internal Affairs

Sweetacshon said:
There's another thing to throw into the mix. If you look closely to the NW of the lake, there is a (unsignposted) fish resource!!!
Good eye! I totally missed the seafood. That makes 1W of the lake a much bettter city site.

grahamiam said:
for the red dot, i'd move it SW 1 or 2T (to desert hill, still allows boat passage to the E) to take advantage of the wheat (unless there's something already planned down there)
By putting red dot on a hill, the city picks up that Oasis tile and the hill defense bonus. It might also pull that incense into the borders a little quicker (not really sure). But, at the cost of the hammers from mining the hill. I'd probably be inclined to leave it at 1SW.
 
Could we agree to make sure we turn tiles & resources on before taking screenshots? It makes it a lot easier when looking at stuff without a copy of civ to hand.

Ahem...I might have been doing the cartography stuff too long :mischief:
 
Oldbus said:
Could we agree to make sure we turn tiles & resources on before taking screenshots? It makes it a lot easier when looking at stuff without a copy of civ to hand.

Ahem...I might have been doing the cartography stuff too long :mischief:
Quite the cartographer I might add. We need a cartography room and I nominate you Oldbus. I'm a visual guy so it would help me a lot.

Did you guys aware that we can look at old saves as long as we don't move workers or units?
 
So I renamed our fair city Balderdash. We didn't really reach a decision there, so... To make things harder, the next city goes in next turn. We had Ham Sandwich and Hamburger, but now that there's copper involved... Hamburger with Wire?

We are in fourth spot now. Anyone know how the Leader could be so far ahead?

Whoever plays the next turn, remember to change the tiles worked in Balderdash.
 
Sweetacshon said:
We are in fourth spot now. Anyone know how the Leader could be so far ahead?
Four things comprise score: land, population, technology, wonders. We are the GNP leaders, so it probably isn't tech. We are tied for first in population, so probably not that either. Have we seen any messages about wonders being built? That could do it. Also, the demographics screen shows someone has 30 tiles of land (compared to our 18) which could possibly do it, as well.

But, I wouldn't be surprised if we jump to 2nd after our new city is founded.
 
We're only 1st in GNP 'cause I MMed. I don't think there have been any wonders, but we could've missed it. Maybe a creative civ with rligion has expanded boundaries?
 
Sweetacshon said:
We're only 1st in GNP 'cause I MMed. I don't think there have been any wonders, but we could've missed it. Maybe a creative civ with rligion has expanded boundaries?
You may have just MM'ed it, but look back through your demographics screenshots. I saw that we were 1st in GNP for the last couple turns. As for wonders, hit the F9 screen and look at the wonders tab to see if any have been built.

Our only creative civ is team Aloha in last place. The Leader is team Epsilon playing as Qin (Ind/Fin). Also take a look at the scorecard you posted in turn 42. Team Innovia (Saladin) had 84 points and were in last place. Now in turn 44 they have 104 points and are in 2nd place.
 
A jump of 20 points is accounted for by a new settlement, I'm pretty sure.

When our town goes down the leader board will change again, probably to put us first.
 
Isn't there a 20-turn window before points from land are counted? I thought I remembered reading that in one of the patches to counter MP games where people would spam settle new towns at the last turn of an MP game to take the lead.
 
Sweetacshon said:
the next city goes in next turn.
Since our new city gets built on the next turn, have we decided what it is going to start working on? I would suggest a Worker.
 
Also a worker build at pop 1 isn't a good move as it stiffles growth while you are producing a worker at the slowest pace possible. I'd suggest starting a barracks.
 
I'd hold off on the worker for now. I think an obelisk for the culture pop is most necessary, but since we don't have mysticism I'd work for a baracks or a lighthouse.
 
Tubby Rower said:
Also a worker build at pop 1 isn't a good move as it stiffles growth while you are producing a worker at the slowest pace possible.
At pop 1 it will take 15 turns (normal speed) for a Worker. At pop 2 it will take 12 turns. Assuming the wheat is immediately farmed, it will take 8 turns to grow to pop 2. Considering that we currently have only 1 Worker, I think it is a good trade off.

Although, the better idea might be to build a Worker until Mysticism comes in, and then switch to an Obelisk. Then go back to the Worker.


Edit: My math was wrong. I forgot to take into account the farming of the wheat. At pop 1, it will take 12 turns for a Worker, and 9 turns at pop 2. Still only a difference of 3 turns, though. Sorry 'bout that!
 
well if we need a worker, I would prefer to build one in our capital rather than delay the growth of our second city

edit ::, but I might be wrong
 
I would prefer the worker right away. Overall, the city will grow faster if it starts with a worker than if it grows to size 2 1st and then does a worker. Capitol needs to do other things, imho.
 
If I understand SweetAcshon's archive thread, London is scheduled to start another Worker next turn. Personally, I think we should stick with this build (5 turns IIRC).

I still think the new city should start building us a 3rd Worker. We are going to need more and more Workers real soon. Plus, what else can the city build? We have not met another civ in 40+ turns; we appear to be quite alone on this patch of land. A Barracks really isn't a high priority at the moment. With 2 food resources on land, the new city won't be working coastal tiles for awhile; so no pressing need for a Lighthouse. An Obelisk is a high priority, for which we don't yet have the tech. That leaves a Settler or a Worker. Either would be a good choice.

At this stage of the game, I think we should be prioritizing our builds based upon what we need right now or in the next 10 to 15 turns.
 
Conroe has convinced me. I will save my pig-headedness for future diplomacy :D

Go for a worker, switch to obelisk when available, finish worker. Thus saith the Booti that Kicks...
 
The problem with delaying a barracks is that (depending upon who you meet) once you realise you need it, it may be too late to build it. Just because we have met no-one for 40 turns is not a guarantee we won't meet someone soon. Indeed, the longer we go without meeting anyone would make it more likely we will meet someone?
 
I'd still like to build the barracks too. I just don't have the energy to fight for it at the moment.
 
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