PH16: Guns Make a Man

good turns as always ~ i'm just wondering what we would trade away to get construction. CoL?? I'd like to make the AI get that itself perhaps.

I like getting construction early so that we can get a bit of a jump on producing some cats for our upcoming war. Maybe Constr > CS > head for Guns??

and i'm not cottage-happy ~ just...cottage-friendly :D

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pholkhero >> on deck
ozbenno
rolo
White Dragon
meiz >> UP NOW (swapped but if unavailable still, i'll grab it in about 18 hours or so)
GreyFox >> just played
 
okay, i can get this. I'll go with CS as that seems the wisdom of players better than me (esp. an HoF staffer Himself! ;) :lol: ), but i like still construction now for being able to build cats...

uhm, plus we have ivory...might be nice to have an army of cats and 'phants ready to go when we get to Guns...

i think i'm doing construction as i don't want to wait on the AI to get it.
 
dick-on-the face.
are we still talking about your business trips?

:lol:

but seriously folks, that description had me rolling in the first place ~
 
Sounds like an inside joke but it still was funny as hell to read.

I like CS as well.

I would also put calendar and metal casting high on my to trade for list. Bananas and two spices would sure help those northern cities grow and some workshops would help production.
 
[pre-turnset comment: No inside joke ~ just Fox's zany sense of humor :rotfl: ]

Okay, okay, I get it ~ I’ll go with Civil Service. Once I start up the save I noticed that no one wants to give it up for less then Philo. I decide against that. If that’s :smoke: the next player can easily remedy.

My set was worker moves, and infra builds ~ with a few visits in the meantime.

First, though, we were told we hit 1 million peeps!
NextLevelSet301.jpg

Then, two people demand the same thing:
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I said no way to both of them. W/Darius right next door, I’d like to keep him at least somewhat happy for now.

I also made the following trade:
NextLevelSet303.jpg
CoL was known by everyone else, so I figured I should go ahead with this.

We have this guy floating around:
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I wanted to merge him at Istanbul, but wasn’t sure if that was the consensus, so left him here. At the end of the set, he built 2 archers, but figured they were good enough to get out w/o the extra XP, as it was only 2. Istanbul is now building a galley to explore these nearby islands. Who knows what we might find? :dunno:

Edirne is at its happy limit, but could probably go Monastery > Mon > Hamman before it pops due to MM. Finally, our southern, lost stone city (A-something…can’t read my writing) is set to grow slowly due to whip anger. I flubbed and let it grow into unhappiness, and so whipped a temple.
Here’s a pic of the tech trading screen.
NextLevelSet306.jpg
As you can see, no wants to trade for anything less than Philo for now :sad:

otherwise we seem to be going along alright. I *may* have gone cottage-happy so please double check...though I only built 4. CS will be done in a handful of turns. I guess we should then head for Guns, and get the dogs of war all set.

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pholkhero >> just played
ozbenno >> UP NOW
rolo >> on deck
White Dragon
meiz
GreyFox
 

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Got it and should be able to do this tonight.

I'm fine with throwing Philo out for two seperate trades, getting Currency (de Gaulle) and Construction (Willem), hopefully can pick up Metal Casing, Aesthetics and Calender as well.

Once we hit CS, I intend to swap to Bureaucracy, any other civics we should be considering?
 
No comments from the peanut gallery, so I have full reign to do as I please :mischief:

I merge the GG in the capital and trade for Currency and Construction.



This allows me to get some change from Huayna for Monotheism.

We get a quest.



And after CS do a triple change civics swap. Was unsure about OR but we can get some hamanns, barracks and colesseums built before Gunpowder (when we can hopefully change to Theocracy).



After that, I went into F6 and checked out the quickest route to Gunpowder.



As such, we should try for another GS to bulb some of Education, scientists re-employed in Istanbul.

Our galley gets sunk by a barb galley, who destroys our nets :mad:

More value from Philosophy.





The cash we generated from trades enabled 100% research the entire turns (15 I think)

I drop off after Paper, we have 18 turns left for Education and 18 for a GS so probably not much help (but worth a bulb of something afterwards).

We can build some catapults and the like all ready for Gunpowder as well. Spreading the Jewishness around would also be good.
 

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I have realized that unfortunately I won't be having much time at all to play civ in the near future, or to concentrate on the two SGs that I'm currently playing. All in all, my sets would probably not be enjoyable to play (which is naturally the most important part here... :)).

So I will have to drop out from this game. Sorry guys, but I'll definately continue lurking.
 
Given that we must declare on 3 Civs within a short reasonable time after getting gunpowder, I would advise going for machinery first before gunpowder. At least it allows us to fight the initial battle with maces. Ofcourse, we can get Education first before machinery (or trade for it, 2 AIs already have it)..

WvO knows HBR, so we should probably also get it ourselves prior to gunpowder to have phants as defense against their phants.

The workers building cottages north of corn is what I meant cottage-overzealousness. The next culture pop for Samsum is 100 turns away, so that tile is the only route to irrigate Bursa. Bursa should try to grow further.

We should consider settling the city west of Istanbul to grab the fish and wheat.

Who's up?
 
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pholkhero
ozbenno >> just played
rolo >> UP NOW
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GreyFox

Good point on Machinery but I wouldn't trade CS for it (ditto for HBR), which are our only trades available. We can swap research to Machinery and then bulb Education when we pop a GS in 18 turns.

Also think the extra city west of capital is a good idea.
 
GOT IT, but definitely not for today...

A question for the peanut gallery: Do we matter with the quest? I personally like it: 1 extra :) in every colloseum of our empire for ever or a free GA ( if we have SoZ at the time of the quest fulfillment ) ....
 
I always love a good quest as well but if we want to war shortly after GP, can we "waste" the turns on building them when our UB gives us an already nice +2:) bonus? Plus we have several happy resources yet to be put online.

I would normally go through machinery & guilds to get to GP for the simple fact that the +1 from workshops will be a nice boost.

I agree that we should settle oversea city.

Should we fire the scientists in capital after next GS so it can focus on production?

Also, what does everyone think about going Aes/Drama to get Globe up ASAP so we can have a whipping boy already set up once we get to GP?
 
great turns, oz ~ good use of diplomacy to keep us ahead :goodjob:

agree on the overseas city, and, once we get another GS, let's fire the scientists ~ wring all we can out of them!

also, agree on the quest ~ that's one of the good ones, to be sure. might be nice to play an SG where you complete all quests given or, even better, one where some deity came down even certain number of turns and dispensed a random quest to the players, complete with boni for success and mali for failure....hmmm...Fox, do you know of a game like that? ;)

finally, i'm not so sure on CS trades...i like to hoard the tech for its civic and military properties.
 
Hammy is in the other side of the world, so he will not be one of our first targets. And , as greyfox said, we can't go on janissaries alone if we want to start the war fast after gunpowder....
 
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