NCSG1-Suryavarman II!

I vote copper. Hopefully the jungle will keep the AI out of the sugar site for a short while.

Tech pottery for the granerys, to make future whipping more econmical, then race for the Oracle? While its building tech writing then math for currency. This solidifys our economy somewhat.

Also did we revolt to slavery?

I want that jumbo/stone/wheat site behind Willem. I hope he settles there so we can take it later...
 
True! We should remember that the whipped hammers are multiplied by exp on the workers/grans/harbours. I think...
 
Cool. I didn't see a mention of a revolt but I thought I ask as I haven't had an op to check the save yet.
 
Thats one of the best things about this combo, we get a TON of our key buildings cheap. EXP gives us Granaries and Harbors, as well as workers, CRE gives us Libraries and Theaters. Monster bonuses, to be honest, which apply to both whipped and chopped hammers. Its important to time things to take full advantage of them, since they fixed the overflow exploits.

I also vote Copper site first, then sugar/horses.
 
On epic its 45 hammers for a whip right?
@ Bleys
Is that why after reading - forget the name - article about overflow and cash I never get cash? Or am I not paying enough attention?
 
Well, haven't seen Rex rgis around, but we still have time. Great job Schwartz. I think S.ilver will have to build the next city for copper, and also be wary of the front with Willem. You might even want to prep a axe rush if you get the city hooked up, and willem doesn't have any copper.
 
On epic its 45 hammers for a whip right?
@ Bleys
Is that why after reading - forget the name - article about overflow and cash I never get cash? Or am I not paying enough attention?
45 is correct for Epic whipping.

And I think they changed a lot of things about how overflows are applied, so if its an older article, its probably been patched out.

It used to be crazy, from what I understand, for example, if you whipped a pop while having only a few hammers left on a building you get double on, the doubling happened first, so it was ALL applied to overflow, even if the next item in the queue wasnt a doubler. Thats definitely been fixed, it now works as intended.

Also, dont forget that if you whip something that has no hammers in it yet (even if there are hammers from the previous build leftover), you only get 30 hammers for the 1st pop (I think). There is also a penalty for whipping Wonders, but with that, the overflow is not penalized. Both of those sound confusing, so let me use examples:

You build something, and there are some hammers leftover for whatever reason. Those hammers arent "actually" part of the next build yet, so if you try to whip the next item in the queue, you will only get 30 hammers from the first whipped citizen, not the full 45, even though there will be some hammers coming in from the previous build.

With Wonders, I think you get 30 hammers per whip, but, if you have something queued in front of the wonder, and whip-finish it, you get the full value on the overflow. For example, you are building the Mids, but you want to stick Axemen in front now and then to keep the Rush Force going. You get to within 5 hammers of finishing the Axe, and whip him, you get the full 40 going into the Mids. This is actually how I build most of my wonders, with whip overflow, steadily producing units as I go. Sometimes its a Worker or Settler, to stop growth until the whip-unhappiness is closer to disappearing, or a military unit to keep the Power rating up.
 
Intersting way of constructing wonders. I think I'll give it a try. Not in this game maybe but the new NC game - nice one on that - or offline where its safe to blunder!
 
Can anyone tell me how to put those signs up on the map? I used to know, but I can't remember.
 
Can anyone tell me how to put those signs up on the map? I used to know, but I can't remember.

Zoom out, and click on the stratagy layer, its the lil button that looks like for red arrows going outwards. select new sign, click where you want it and type in your message.
 
2500BC (60):

Preflight check. Open up Yaso and switch the grassland forest over to the Elephants as said prior. Yaso has an unhappy face because of lack of military garrison, but we can't do much about that right now.

Notice the Warrior is on goto up to the grasslands. This serves no purpose, because he's going in the wrong way to secure the patch to site A. Cancel the goto, and I'll send him south next turn.

Nothing else to be done, because we only have one city.

2475BC (61):

Spoiler :
set1masonry.jpg


Set research to Pottery because we want Granaries to make whipping for a CoL Slingshot easier. Don't have Agri yet, but that's not a huge concern yet, because we have a nice food surplus in Yaso.

Worker starts roading the Elephants. Since we lack Agri, I can't build any farms, so I'm just going to string roads from our two resources to Yaso.

Warrior moves south through the forests to clear the fog for the settler's arrival next turn. Scout moves east to take a closer look at JC's territory.

2450BC (62):

Settler is done, dial up a warrior for city defense. Going to follow him with another warrior before going for the settler (will likely let the city grow once first too, will take some MMing).

2425BC (63):

Moving the settler and warrior, and more eastward movement by the scout to check out JC.

2400BC (64):

More moving... oh! Worker is done the road on the Ellies! 3 turns for the next one to connect to Yaso.

2375BC (65):

Run into some lions with the scout on the first move, so veer north, and see that JC has connected his Gems. They're on the river, so that's why he presumably didn't build a road on them. (although the game pop up state that it "Requires Route")

Warrior in Yaso finished this turn, so I fortify him. Peek into the city and see that we can have another Warrior in 4, and growth in 5. Hmm... Will attempt to MM them so they come in at the same time.

2350BC (66):

Some wolves showed up beside our settler party, so I send the warrior to whack them.

Spoiler :
set1wolves.jpg


They go down flawless.

Road into Yaso finished this turn (I guess 2400BC counted as one of the turns for the road), so we get an extra happy.

2325BC (67):

Found Hariharalaya (henceforth Hari), on city site A, conveniently marked "CITY".

Spoiler :
set1hari.jpg


I also remove the sign.

Hari is costing us 2.38 gold in maintenance. Hari's best tile is the silk for 1/2/1, but that leaves it at a disgusting 33 turns for growth. I remember that we are creative however, and that in 8 turns the border will pop and allow us to snag the pigs, so I dial up a worker, since the pigs and copper need to get hooked up ASAP.

Spoiler :
set1haricityscreen.jpg


I go to Yaso and swap the Elephants for the grassland forest (temporarily). City will now grow and finish the warrior on the same turn.

2300BC (68):

Warrior arrives in Hari one turn late, but makes no difference because there are no barbs out yet (hopefully).

Scout notices Toku warrior fortified near City Site B. Further inspection reveals it has Combat 3 and is wounded. Clearly resting from fighting animals, and not poaching our city site :P

Spoiler :
set1tokuwarrior.jpg


2275BC (69):

Open up Yaso and see the extra citizen went to work on the Elephants. Smart guy. Dial up a 13 turn settler.

:smoke: I knew I'd get at least one in this turnset. I realize that if I had had the worker mine the grassland hill instead of roading to the cows, we could've cut back on the Settler's time. Dang. Will send him over there ASAP.

2250BC (70):

Spoiler :
set1pottery.jpg


Set tech to mysticism in 6.

Warrior heading out to fog bust a bit in anticipation of the settler. Worker moves (belatedly) to the grass hill to start mining next turn.

2225BC (71):

Mining started in 6. Warrior moves to dispatch a lion that appeared in the desert.

2200BC (72):

Lion runs and we pursue, still fog busting enough space.

2175BC (73):

The lions don't run far enough this turn.

Spoiler :
set1lions.jpg


We kill the lion but the warrior is down to half health and needs to rest (which is fine, because he's in a nice fog busting spot.

Scout finds one of Willem's Warriors. Has Combat 1 and Woodsman 1. Our Scout has finally made it to the eastern edge of the fog to the north.

2150BC (74):

Warrior fortifies for 5 turns. I don't burn the promotion yet, because the settler will take longer to build.

2125BC (75):

Hari's border pops. I take one look and realize that pigs only give 3 food unimproved, so I stay on the Silks for the extra gold. (sigh)

2100BC (76):

Spoiler :
set1mysticism.jpg


Dial up Meditation in 9.

Qin Shi Huang adopts slavery (he just discovered BW?).

Worker finishes the mine, and switching over to it from the grassland forest saves us a turn.

2075BC (77):

I elect to road the mine, because if there's iron or something else there in the future, I'd rather not waste a worker turn walking on the hill.

Scout has reached the end of the landmass to the east.

Spoiler :
set1eastend.jpg


2050BC (78):

Scout moving, everyone else doing there stuff.

2025BC (79):

Warrior is done healing. Sending him one square further retains the fog busting adequately, but will have to wait for the settler from hereon out.

2000BC (80):

Road is done on the mine, send the worker to the pasture to start the road there next turn.

Settler is due NEXT TURN in Yaso. Worker is due in 10 at Hari, after which I suggest we switch to a Granary or something, since the city is food poor. It was probably more :smoke: on my part not switching to something else and working the pigs, so the city could grow in 11 turns. Next city should be Site B I guess.

A view of our territory (current and planned).

Spoiler :
set1territory.jpg


ROSTER:
1) Krick19
2) Groogaroo
3) schwartz
4) S.ilver <-- Just Played
5) Rex rgis of Ter ** UP NOW **
6) grandad1982 <-- On Deck
7) Bleys
 

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Solid turns S. Very nice report.

I would gather a guess that you are at LEAST a Monarch level player, if not Emperor. You have a pretty strong grasp of the micro-management necessary to play those levels effectively. I imagine you are a bit like me, and some others in this game, though, and like the "cushion" of lower levels, building lots of stuff is fun! Getting dogpiled and losing Wonders by 40 turns isnt heh.
 
I can play in Monarch SGs, and did play some Emperor SGs in vanilla, but I'm completely hopeless at anything higher than Prince if I play alone. I attribute that to a decreasing attention span and sloppy play when I don't have to "be careful" because I'd otherwise be messing up a more crucial game.

If I have an infrastructure based objective, I can usually accomplish it pretty well. I knew I had to get some settlers out ASAP, so that's what I did. Unfortunately, I'm pretty hopeless at setting those objectives. For example, I had to go back through the thread and see what we wanted as research objectives, otherwise I probably would've gotten side tracked and researched farms in a vain attempt to feed our cities.

When war comes though... that's my comfort zone :D
 
Nice work S.ilver. Are you using BlueMarble?
What are our next techs? Agg> priest> writing? Probably need to squeeze in archer some where too!

Settling site B before IW is a good idea IMO, as the AIs probably like it as well. It'll make a pretty prime commerse site. Maybe a future Wall street or Oxford site?

If Willems capital isn't ours soon the cultural pressure on the silk will soon go his way. Still Hari is in a good spot to lanch a strike being so close to his lands.
 
Nicley played round S.ilver

Settling site B as soon as we can is a good call, while starting to lean towards building up an army, we need to get a route to Hari.
 
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