Andronicus
Emperor
- Joined
- Feb 18, 2005
- Messages
- 1,672
Roster
Abegweit
Redbad
juballs2001 - swapped - now UP if avail, otherwise skip
Andronicus - just played
markh - on deck
Paul#42
Notes to next player
We have just emerged into Republic and our empire requires considerable rearranging
My thoughts
I suggest adding native workers into all non-corrupt towns which can support increased pop with respect to avail tiles and food and happiness
- this will boost production and commerce, reduce unit support costs (less units and more size 7 cities)
Non corrupt towns req markets and ducts where appropriate.
I tend to build courts more than most - I like to build them anywhere less than 50% corruption but more than 20% and of sufficient size to get production and / or commerce benefit. Others may have differing opinoions on this. In this game we may not progress as long to get the benefits of courts that will take 40 turns to build.
Libs anyone? Abegweit suggested not earlier when I mentioned them. I would suggest a selected few for our highest sccience cities would pay off.
Barracks / military builds. We need to get much stronger and with only 3 towns with rax on military I feel this is insufficient and should have high priority
Cuzco on course for FP - I recommend setting lux rate to keep this city's production as high as we can. After FP this is a viable option for Leo's - of course capturing Leo's is also an option.
Sev settlers are in place to settle next turn, last I checked F3 there were no barbs, I would be cautious taking settler S of Cambridge further south as there is fog which barbs could appear in.
Corrupt cities need irrigating all grass and food bonus tiles to support as many scientists as possible. Mining hills and improving plains (other than for connecting purposes) is wasted worker turns. I suspect after folding workers into our core we will need a few replacements. These corrupt towns can build workers or settlers if food rich, ? cats if food poor or ? galleys if food poor and on coast.
Diplomacy
Thea is not doing well in her war with Gil - I suspect she may give techs to Gil for peace soon.
Once Gil at peace with Thea he may look for another target, at present we are a large juicy undefended target! Allying with Gil against Bill makes sense if Gil is willing. Gil not yet gifted into middle ages - if he gets feud and builds lots of MDI it could get ugly.
Mayans have a settler pair requiring swift execution east of Constantinople
Troops ready to attack Dutch next turn, ensure use rop to get closer on roads before dow-ing
Techs
No research yet into Engineering. I would be keen to get mono from Thea by hook or by crook so we could start on Theology. Alt is full speed on engineering expecting AI to research feud.
Abegweit
Redbad
juballs2001 - swapped - now UP if avail, otherwise skip
Andronicus - just played
markh - on deck
Paul#42
Notes to next player
We have just emerged into Republic and our empire requires considerable rearranging
My thoughts
I suggest adding native workers into all non-corrupt towns which can support increased pop with respect to avail tiles and food and happiness
- this will boost production and commerce, reduce unit support costs (less units and more size 7 cities)
Non corrupt towns req markets and ducts where appropriate.
I tend to build courts more than most - I like to build them anywhere less than 50% corruption but more than 20% and of sufficient size to get production and / or commerce benefit. Others may have differing opinoions on this. In this game we may not progress as long to get the benefits of courts that will take 40 turns to build.
Libs anyone? Abegweit suggested not earlier when I mentioned them. I would suggest a selected few for our highest sccience cities would pay off.
Barracks / military builds. We need to get much stronger and with only 3 towns with rax on military I feel this is insufficient and should have high priority
Cuzco on course for FP - I recommend setting lux rate to keep this city's production as high as we can. After FP this is a viable option for Leo's - of course capturing Leo's is also an option.
Sev settlers are in place to settle next turn, last I checked F3 there were no barbs, I would be cautious taking settler S of Cambridge further south as there is fog which barbs could appear in.
Corrupt cities need irrigating all grass and food bonus tiles to support as many scientists as possible. Mining hills and improving plains (other than for connecting purposes) is wasted worker turns. I suspect after folding workers into our core we will need a few replacements. These corrupt towns can build workers or settlers if food rich, ? cats if food poor or ? galleys if food poor and on coast.
Diplomacy
Thea is not doing well in her war with Gil - I suspect she may give techs to Gil for peace soon.
Once Gil at peace with Thea he may look for another target, at present we are a large juicy undefended target! Allying with Gil against Bill makes sense if Gil is willing. Gil not yet gifted into middle ages - if he gets feud and builds lots of MDI it could get ugly.
Mayans have a settler pair requiring swift execution east of Constantinople
Troops ready to attack Dutch next turn, ensure use rop to get closer on roads before dow-ing
Techs
No research yet into Engineering. I would be keen to get mono from Thea by hook or by crook so we could start on Theology. Alt is full speed on engineering expecting AI to research feud.