PIE's Ancient Mediterranean on Deity

As for the Silk Road, is there any point building it ourselves? It affects everyone, so why not let someone else waste the hammers.

Temples will be good.

Curious why you are not working better tiles for building the worker.

:lol: Ok..that avatar is a little morose
 
The project affects everyone for the unlocked building, not the gold part. 400 :gold: is huge. What was the hammer investment yet? Merchants, merchant carts, wealth, merchantmen are even weaker to the silk project. BTW, we somehow got silk btw. Look at the west. It's a 200% modifier with this.

I did while building a worker? That must have been a punctual error because I don't recall this.
 
Yeah, we aren't working deers and camps. Worker will finish this turn.

Silk Road = 400h So you get 400gold for building it? I don't think I've ever bothered. We can start throwing any OF into it after builds.

Should we build the Forge (emigrants)

Perhaps the mish should move to the new city

So settle here:

Spoiler :
Sbql6N2.jpg
 
Sure that is not you in disguise :lol: (the avatar)

it is pretty bad though
 
Exactly the place I was thinking of. We need close packed cities to start working cottages. The only way to start rocking and catch up those deity AI's.

I think the mish should wait for cities not connected. It's so near to the capital, we'll certainly get a fast immediate spread, especially on epic with unscaled RNG.

Unsure about the forge. What are the gains without copper and any resources. Not to mention settlers are pretty cheap (5-6 turns). I always hated the forge until late. BUT, that would allow fast emigration towards peripheral cities....hmmm. Perhaps it is a good idea. Anyways, there's always that event that burns down the forge if we want to get rid of it.
 
Ah..the silk yeah. We should wait to get that up. We can get another settler real fast. Our production is immense right now.

We need some warriors for mp.

Not sure what to do about those insurgent bahstahds.

So is the slave farm still viable at this point with Creosus' axes and archers?
 
Forge is straight up 10% plus allows for certain advanced units, but not sure about our uniques...don't see that in the list. copper and iron add up to 15% more

I say we get out another settler asap after a few warriors and settle the silk/horses. Not sure best spot with all the fog.

well..hmmmm...we do need roads though, but at least the city can develop
 
Archers are still weak and called basket archers (2 :strength:). What makes a bit more difficult is slingshot men and axe warriors. But we can overwhelm if it's one of them and better on a dense forest (-25 :strength:).

Still doable until chariots. BTW, be careful. I wouldn't be surprised that my woodsman3 warrior that defected to the enemy is now an axe.
 
Oh, no! We lost him!
 
Remember we might lose the capacity to build warriors, thus our strongest defensive unit. Axe warriors are bad for defense as it is half of warriors.
 
Woody :lol:
 
yeah, but we don't actually have the techs for those units.
 
You lost your woody. What kind of kinky stuff are you looking at in parallel?

:lol: no, the woody 3 guy. mine is quite intact on the other hand:lol:

Ok...so what's the plan here?

1) Finish worker this turn. 6h OF at least (put in Forge? Silk Road?)

2) Tech Sacred Places>Spoked Wheels prereqs (build Small Oracle for Spoked Wheels..still rather cheap at this point)

3) Build a few warriors and get rid of these barbs.

4) Settle new city

5) Build a temple in cap

I'm just not sure about more slave farming right now...what do you think?

Make peace with Lydia?
 
Back
Top Bottom