Io1

I didn't say it wasn't feasible. I said that we might need to research just a couple of techs first (Lit and Music for one). That's why I need a tech list of what we have, and Civ is acting up. So I can't supply one.
 
All right, leesee...

(run a priest somewhere during this)
Music (save GA)
Poly-->lit (For Glib)
Sling CS(with GP)
Metal Casting
Calendar
Sling philo(GS should be ready)
Sling and finish nationalism(GA from Music)
Paper
Machinery
sling and finish Edu (with GS from Glib)
Lib (taking mil trad)
Compass
Optics
Astro
Backfill for GP

That should be the gist of it, but it relies on getting the GLib NOW in our heaviest hammer food city (Miner's rest) while obtaining any necessary Gpeople and heading for our cav. It'll be smooth sailing if we can squeeze out 150+ :science:
 
That sounds good.

We're probably delaying you from your turns.
 
That's fine. this is a major game deicion, and should be agreed before moving on. I've seen games stall for weeks over discussion over one major desicion.
 
The insanity of this plan is enormous. It sounds fun though, and it'll be a great learning experience trying to run a civ without the techs we're skipping :P
 
I missed that there were some extra posts in the thread. Just catching up.

Thanks for the pointers on where I screwed up. That's why I like SGs. :)

It's common courtesy NOT to queue up a whole bunch of stuff in the build queues of cities,

OK. I did mention it in the report, but I won't do it again

Angle has an archer in it. I didn't hear this mentioned, but whatever...

IBT: Our warrior sitting outside of Angle gets attacked by the archer and... he wins! Whew. Free exp for him. He's down to 1.5 health.
there wasn't one last time I checked just before the end of my turn set. He's a a woodsman2 fortified on a forested hill. Not sure how long he'll hold out against archers. :)


Our worker is done building... a road through the forest south of Haven! Um... :smoke: I think we have more important things to be doing with worker actions. Haven has enough improvements for now, since it can't sustain much more population. So off to Mistake goes this worker...

Sorry.

:smoke: One of our workers has wasted his time building a road through a desert north of Miner's Rest. I assume the logic was to connect the cows after they were pastured. A more useful road would've gone northwest from the wheat, but we also failed to take into account that we already have 2 cows hooked up, and hooking a third to our trade network is redundant.
I never thought of it that way before. Yes, I was trying to hook up the cows as a resource, but yes. Until we start selling stuff, we don't have to road up more than 1 resource.



Please kindly refrain from building roads on the plains around Miner's Rest, so we can maximize forest expansion chances (until we need to use those tiles at least).
Ahh. So, forests don't grow on roads. I didn't know that.



Reading the rest of the thread.
I like the sound of the slingshot, and my theching decisions were based around getting the GL.
It's a shame we can't build the GL in CH though. That would then be a monster science city.
 
Simon_c said:
I never thought of it that way before. Yes, I was trying to hook up the cows as a resource, but yes. Until we start selling stuff, we don't have to road up more than 1 resource.

Actually, there is one other reason why building a pasture on those cows is a good idea. A cow with a pasture on it is a much better tile to work than a cow without a pasture on it.
 
Actually, there is one other reason why building a pasture on those cows is a good idea. A cow with a pasture on it is a much better tile to work than a cow without a pasture on it.

The pasture is fine, and definitely something that should be built. A road through a dead desert tile, however, is of no use.
 
I do agree with you there... in addition, a road to the same place, not going through the desert tile, is actually faster to build.
 
I tend to get a bit roman on my roads. I tend to just build them to give the shortest route for troops to travel around.

The problem is, I sometimes do that without thinking if there's something better for the worker to do :crazyeye:
 
lurker's comment: You guys are nuts :crazyeye: If you can actually pull off Hackapell's plan, it'll be fun to watch. Of course, that requires SCREENSHOTS!! Feed the lurkers!
 
I tend to get a bit roman on my roads. I tend to just build them to give the shortest route for troops to travel around.

The problem is, I sometimes do that without thinking if there's something better for the worker to do :crazyeye:

That's all in the fun and learning spirit of the SG. I whack you over the head for desert roads, and you whack me over the head for tech zigzagging :P
 
Uh, double posting is bad, but it's been 48 hours since MY last post (and I'm not even up). Are we still alive here?
 
I'm here and waiting.....

I guess we skip Hackapell, which would then put me up.

I'll check in tonight (about 12-14 hr from now) and if I don't hear anything I'll play. I'll post a "playing" message so we don't double up turns.

I'll try to follow the tech path outlined above. did we need a Great Priest for one of them?
 
Wow, where IS everyone?

I think I accidentally skipped for about three days, and NO turns?

Simon_c, we'll need the great prophet to sling Civil Service.
 
OK. Playing now.
To follow Hackapell's plan, I'll have to switch to switch to Ploy + Literature, then slot Music back in.
 
Sorry to double post, but where to we put the GLib.

It can either go in Miners Rest, which is currently 10, soon to be 12 and 14 :hammers:

Or we can configure CH to run at about 13 :hammers: now with 4 forests to chop and one more pop to grow.

Does the GLib :science: get boosted by bureaucracy ?

It's a decision for 7 turns time, so I'll play that far and see if there's been any discussion / feedback.
 
Miner's Rest, definitely.

Actually, Great Library beakers do not get boosted. Bureaucracy boosts COMMERCE by 50%, and the two free scientists are unaffected by commerce.
 
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