"Jumping to Prince" SG

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Turn 117 (460 BC)
Orleans finishes: Settler

Turn 118 (440 BC)
Orleans begins: Worker *3 cites, 1 worker :(
I really struggled with this city; i wanted to hook up the iron so that limited my options to two places,and i just didn't want to deal with trying to carve up that NW portion of our contient..at least not on my own

Turn 119 (420 BC)
Paris grows: 8

Turn 120 (400 BC)

Turn 121 (380 BC)

Turn 122 (360 BC)
** I whip the Great Lighthouse

Turn 123 (340 BC)
Lyons founded
Lyons begins: Warrior
Paris grows: 6
Paris finishes: The Great Lighthouse

Turn 124 (320 BC)
Orleans finishes: Worker

Turn 125 (300 BC)
Orleans begins: Lighthouse
Paris grows: 7

Turn 126 (280 BC)

Turn 127 (260 BC)
User comment: Paris: not growing; must wait 13 to whip again!!


User comment: Orleans: pop4=4; lthouse=28, whip sooner..max growth
User comment: lyons: pop2=13; warr=5; need 4 farms here to mine every hill, and get iron

User comment: need cottages (and prob a worker or two more) ASAP, esp Paris; once worker is done connect Lyons w/road, cottage spam him prob.

User comment: the other worker is heading for the iron to hook it up (he's in goto), and then help develop lyons; we need two more workers methinks

ImageShack running VERY poorly...

I forgot that Skunk got off, turn-wise...next person goes 13 turns to 0 AD (I think)
 
SkunkDoctor >>
Pholkhero >> just played
LobsterBoy >> UP NOW
JerichoHill >> on deck

Lobster, like i said, play 13 turns, and take us up to 1 ad...anybody have any thoughts on how it's all going right now??
 
As well as can be hoped. We're at an isolated start, so getting commerce bonuses will be big.

I think we're at the point with Metal Casting that we should put in some scientist specialist and hang the whip out to dry for a bit. We really need science, and with pyramids/representation, we're not utilizing that right now.

We need to connect our cities, and get a 4th city up to the west. Then all of our fog will be busted.

Workers, workers, workers are of maximum importance. Plus we must grow our cities. I recommend chopping for workers using the exploit.

We MUST get to caravels as fast as possible. Then we must build two, and send them out in opposite directions. In the meantime, we no longer need to build any military
 
ok i have a few moments to reply to your previous posts.
Everything looking quite good, we've managed to get another WW=]
MC is very far away, i dont know if we should continue researching it now.
 
Picked up the save, and will play tonight. (Will try to post it, but can't guarantee it.)

I think that I would have put Lyon one the hill to the S to eliminate the overlap with the city that will be placed up North, but no biggie.

Looks like we might have to drop research to 70% for a few turns until we can get some commerce up. (MC will be that much farther off. Bummer.) Therefore, priority will on cottaging Paris. Hooking up the iron can wait.

How many workers do you think we need before starting another settler?
 
3, I would say.

We don't need to settle ASAP, because our economy is dropping. We need to grow our cities now, and put in some scientist specialists.

We've whipped enough...Let's take advantage of representation..remember, any scientist we have is actually worth double now
 
Start off with a little MM:
Paris: 2 specialists; MC from 31 to 24
Orleans: Lighthouse in 28
Moved Warrior in NE 1sq. NE to bust remaining fog.
Cancelled Worker movement to Iron to start cottages in Paris

Turn 127 (260 BC)
Paris finishes: Barracks

Turn 128 (240 BC)
Paris begins: Worker

Turn 129 (220 BC)
Paris's borders expand

Turn 130 (200 BC)
User comment: Expand fogbutster radius in W accordingly.
User comment: Commerce turns positive - YIPPEE!:yeah:
Orleans grows: 4
Lyons's borders expand

Turn 131 (180 BC)
User comment: Fogbuster between Paris and Lyon now irrelevant. Moving to NW.
User comment: Commerce turns negative again - *DOH!*:gripe:

Turn 132 (160 BC)
Lyons finishes: Warrior

Turn 133 (140 BC)
Lyons begins: Lighthouse
User comment: Why not?
User comment: Research: 70%; Commerce: +1
Orleans grows: 5

Turn 134 (120 BC)
Paris finishes: Worker
Orleans's borders expand

Turn 135 (100 BC)
Paris begins: Library
User comment: Debated building another worker, but decided it could wait. With Lib, we can turn citizen specialists into scientists.
User comment: New worker moves to hook up Gems (now in Paris radius) for +1 Happines

Turn 136 (80 BC)

Turn 137 (60 BC)
Orleans grows: 6

Turn 138 (40 BC)

Turn 139 (20 BC)
User comment: Orleans is now @ -1 Health. Need a worker up there to chop some jungle.

Turn 140 (0 AD)

Turn end Summary:
Paris: 2 specialists; will grow in 7; when it does, cottage ready to be occupied.
Orleans: 2 specialists; -1 Health
Research: 80%; Commerce: 10 (-1); Metal Casting in 7
Only 3 tiles of fog left in NW!
Library in Paris could be whipped at cost of 2 pop. Paris will grow to pop max in 7, but Gems done in 8. I'd :whipped: the Lib when cost is down to 1, then start another worker or a settler.
GP in Paris in 7 turns - either GE (73%) or GM (27%) - if GE, will be just in time to rush Colossus!:woohoo:

Here are some screenies:







Demographics don't look so good...

 
good lord check out those imports/exports. Wonder who that is?
MC is looking a little more reasonable now. Cheap Forges, and the Colossus, and we'll be rolling soon.
Big continent, be ready. We're powdering up our wigs and coming to getcha.
 
Why do we have citizen specialists?

Just turn on avoid growth...we'd have gotten 3 plus hammers a turn more, and 1 commerce a turn more, at least?!

There is no reason to use citizens when we can use the avoid growth button.

We need more workers. We only built one. I would've built another worker instead of anther lighthouse.

Good to know that there's a 75% chance of a GE. That would just be phenomonal if we got him

Good use of scientist specialists.

And uhh, yeah I'll play tonight
 
Why do we have citizen specialists?
Those specialists are giving us 12 extra beakers/turn (total) to shave some turns off of MC as well as 6 extra GP points in Paris at the cost of production and a small amount of commerce. The lost hammers hurts a little (slows production in Paris by ~ 2 turns), but the lost commerce is pretty insignificant. The trade-off seemed worth it to me.

We've got 3 workers now. Paris won't need more improvements until we get Calender, so the worker there is free to head up to Orleans. Worker #2 is mining the gems, and Worker #3 is building a road to Lyon, then to the Iron.

Yeah, I probably should have changed Orleans to produce another worker, but production up there is pretty poor, and I decided to let it grow. I didn't realize that health was going to be an issue - I failed to take into account effects of jungle on health. Oh well.
 
1: Lobsterboy --> just played
3: JerichoHill --> UP NOW
4: SkunkDoctor --> on deck
5. Pholkhero

I think i agree w/Lobster's logic on this one...the extra beakers more than off-set the lost commerce @ least for 7 more turns and getting MC rather quickly. Though, i pretty sure they don't contribute GP points. edit: note they +4 GPP at Paris...that is from the wonders, not the citizens i think.

Also, we can whip a worket up at Orleans to take care of the unhealth and the worker problem...i'm not unhappy w/the citizen spec ~ normally i consider them a waste, but here, as i said, the extra beakers is key!

If we could get colossus w/a GE *fingers crosses* we could afford another city...a good ol'fashioned commerce/science city~ pref. on that west coast...OR one to take advantage of those dye ~ w/our creative trait, we get double happy, and it'd be good to snag those gems too in City4's fat cross.
 
Okay, well, learn something new every day. I never realized that citizens got the specialist +3 science bonus...

Now that I know that, good job Lobster!

We do need another worker, and im more interested in clearing out the jungle.

I think we need to decide pretty soon what kind of victory we're looking at.

1) We have a problem in that we are going to be behind techwise. We're definitely out of getting a cultural victory because we're going to lack religion.

2) I think our best bet at this point is a diplomatic victory. Which means that when we met Civ's we must be very careful to do NOTHING until we meet all the other civs. We also must do our best to expand to cities on any islands, no matter how big or how small.
 
JerichoHill said:
We do need another worker, and im more interested in clearing out the jungle.

2) I think our best bet at this point is a diplomatic victory. Which means that when we met Civ's we must be very careful to do NOTHING until we meet all the other civs. We also must do our best to expand to cities on any islands, no matter how big or how small.
If we build a city in the west, i would say we should have 2 workers on that task w/one @ each other city...so i guess that IS only one more

also, i've never aimed for a diplo victory before...it was always either backdoor domination or just by luck, so i'd be interested in going that route...
 
pholkhero said:
the +4 GPP at Paris...that is from the wonders, not the citizens i think.

Of course! Silly me! :blush:

JerichoHill said:
Okay, well, learn something new every day. I never realized that citizens got the specialist +3 science bonus...

It's only because we have the Pyramids - +3 science for ALL specialists.

Next city should go in the west. This will allow us to bust all of the fog on our island. No more Barbs!

I don't think we really need to decide on a Victory strategy until we actually meet the other civs. But I agree, that Diplo will probably be the easiest, and we should not enter any agreements with them untill we meet them all.
 
it seems like once we get caravels, we should focus on seafaring techs adn those that we can trade, esp to our favored nation(s)
 
Pretty much yup, we need caravels as fast as we can. Like I said, we get that circumnavigation bonus, and we find unpopulated islands, we should be able to get by with just a very good navy
 
So what do we need for caravels? Optics, isn't it? So we are only lacking compass then optics. Things are about to get interesting.

On a side note, I still got a fever, and the only cure is more cowbell. Er, I mean, Lets pop that hut. Maybe we get lucky and pop compass.
 
SkunkDoctor said:
So what do we need for caravels? Optics, isn't it? So we are only lacking compass then optics. Things are about to get interesting.

On a side note, I still got a fever, and the only cure is more cowbell. Er, I mean, Lets pop that hut. Maybe we get lucky and pop compass.
after MC only optics is left.

also, THAT's why that worker was beelining for the iron...i wanted an axe built to take care of that village...it's the ass pimple of our island :lol:
 
SkunkDoctor said:
So what do we need for caravels? Optics, isn't it? So we are only lacking compass then optics.

I think that Machinery is required for Optics as well.
 
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