Naval Commanders

The problem is... we really want archery BEFORE we get attacked haha!

Mmmm, I'm not sure I like this gambling with Surry... but I really don't want to blow away beakers on archery when we already don't want to blow it on stuff like Pottery! SoB... Tuff spot here...

It also sucks that all our traderoutes is to the Romans, because I know damn well I'm going to have to cancel open borders soon, as it seems he has a sh!tload of food somewhere and is going to keep spamming settlers like no tomorrow. I have to block him from getting more...

Anyhow, with all these wonders, the AI is going to be slowed down on tech, so Alphabet probably won't be around for a little which, which means we can slow down on Aestheics.... SO....... KKK can be happy and I'll self-research pottery for graneries, but generally I try to avoid that.

I really don't want to whip the capital now, but if we do lose the Mids it's not the end of the world with these TRs, so the hell with it....

Here goes... (gulp).
 
Ok I'm pausing this right now to get clarification.

Izzy has just got alphabet. We can grade for Iron/Agg, or do this deal. I think going for the Mono deal is much better, despite it seems counter beaker-intuitive. We are not spiritual, so anarchy is costly. We need Org not just for religion spread & hammers, but it is Surry's favourite civic so that's another need for it.

We will have Mids in 2 turns, and I want to double-switch civics, or we are wasting a lot if we have to wait for later on. So... I'm happy to do this deal... what do you think?

BTW, I am working all hammer tiles in capital to shave off 2 more turns on Mids. Now near the end I can shave off yet another turn if I whip away 2 pop in the capital. Do we wan't to gamble here and wait another turn? I guess it's the optimal risk to wait one more turn...

BTW, AI is sending scoutboats all over. I whipped a wb in our new city but I think I will whip a second one for our food and send this one scouting West. Our galley we already have I think is best moved East now as fast as we can, and then wrap around or we will lose circumnav bonus.

tradedeal.jpg
 
I dare you to spend 1 worker turn by pressing 't'

LOL I was totally confused on what that did, I usually have all the hotkeys memorized but that one stumped me, thought it was some funky sentry or something to do with Bull. I just realized now DaveMcW mentioned that one in one of his threads, so I think I can figure it out...
 
:D

I'm ok for that deal.
Other option is to spend 2 turns in Alpha and hope we can trade for it (but I'm pretty sure that's not enough, we might need to delay the Rep switch by 1~2 turns... 3 beakers/turn isn't deadly).

For the Mids, do what you think is best. You have the most experience with this so I defer my judgement to you.
 
We have a third option, trade aesthetics for alphabet as well when it's ready.

I'd trade for Org now, because in the past I have been burned waiting for the optimal time to trade, then finally finding out some war or 100 other things has happened and the person refuses to allow the deal anymore.

I'm only taking archery here because we are not 100% sure yet what Surry is up to...
 
Sorry for being silent. I had a game to be done for a gauntlet (deadline in 15 ')... Now I am all yours :lol:

I agree with Org for diplo mainly. We can always backfill alpha with a third party. The eastern island look really promising.

Can play tmr. (exhausted right now... wouldn't do anything good :))

Cheers
 
Ok good news and bad news.

Good news is we completed the mids.

Bad news is we lost to a tie.

Alright, just kidding about the tie. The bad news is that the same turn we completed we sight a perfectly placed stone spot to the west that we could have settled on top of! Son of a B@$#^%#$^.

Well, you can't scout it all and play optimal at the same time...

We are in our anarchy in the save, I did that to make sure that NOBODY FORGETS to switch.

Also, my worker in the far south is looking odd, that's because I chopped away a forest for 4 hammers. Basically I wanted to deprive Roman's really sh!ty city from getting 20-30 hammers.

We have 30 hammers total going into the Granery when out of anarchy.

midsdone.jpg
 

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Ahh

Stupid stone! I hesitated to scout north but wanted to check out the Phants...

Oh well, they will be useful for Oxford, Moai and some more things.

Things are looking good otherwise, let's crank out some settlers!
 
No pb. I will play some turns shortly. Prolly till aesthetics (as it's likely we need to talk trading after that).
 
Which sites are priority? This is my pick

1) horses
2) fantopoly
3) 2 east of "humm???" :D Next time we need stone should be Oxford (unless Obs wants Sankore for our collection) and it looks better long term (though taht might change if some fish hide in the fog... though Fred is already in the area)

Imo we should spam coastal cities (even the most crap bring something in with the GL) while teching to litterature than to elephants (maybe easier to unlock HE? though a sword should do it quicker)

edit: nvm... missed a coast tile
 
I was going to say, go for Horsie Island this set. We will need to build one galley first too, because the other will be busy scouting around the world. Build/Whip the settler/boat whatever way you feel is best after your granary is completed, but keep in mind I think we may need/want to build another for doing stuff on the other side of our continent island. Maybe not...

After just two settlers are built/whipped we may need to build a library and then put TGL ontop of that.


I'd forget about the silly fant island right now. There is absolutely NO FOOD there at all, and no AI is near it. Even if the AI settles there, let them have it, we'll take it with berserkers later. I'd grab the stone spot (between the dyes), and also some spots to the east of the Horsie Stables after we get our initial city with the horses settled.

Bring one of our workers with the galley on your way to settle that Horsie Stables, so we can get that horse plot improved asap, and let the city make its own wb & granary.

BTW, what's the min-tile limit for islands to allow barbs to spawn? I think we can get away with settling the continent to the east of Horsie Stables without protection (we have one warrior scouting it now).

BTW, I think Japan would make a good early target for us, if/when he gets his shrine up but lets see what happens over the next thousand years..
 
Originally I was planning to put HE into Parthenon City. Unfortunately, I think now it`s better instead to put globe in there, since we can have 3 source of food.

I want the globe up as soon as we finish our golden-age from the Taj.

We can always stick the HE in someone elses capital later on.
 
OK fine. I had almost forgotten we were vikings... bersekers will be fun for sure. Ai is inept at island defense.

Expect the save in a couple of hours :)

edit: xpost: how about HE in a worshopped Thebes :yumyum:

edit: I will trade for IW asa we can also... too many gems to wait imo
 
Yes, I`ve had my eye on Thebes, only problem is she wont be building that many wonders this game... I guess we should ease off soon and give the AIs a chance to finally build something... (hint hint).

BTW, we should save the forest at parthenon city until we have mathematics in. But that still will take around 12 turns even if we work all hills.

The sad part now is, no AI will build a shrine unless it`s by accident. Maybe we should beeline Philo soon, trade it to Saladin, so he can get the AW and then pop some priests by accident and save us the effort :P
 
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