We can also build the UN in a city on the Budha-continent and give it to a Buddhist.
So, we will have two possible gift cities with Diplo wonders:
AP in Riverdale for Zara.
UN in X for Y.
X and Y need to be filled in the future.![]()
Unclethrill's Math-based Pyramids
Great! Thank you!
A few questions, if you wouldn't mind...
Spoiler :
Am I right in thinking that you completed the 3 chops after Math was learned?
Yes.
Which Warrior are you talking about moving? Warrior 7 that was fortified in Delhi?
The one that was built in Delhi
Do you happen to know on approximately what turn the Barb City was spawned? I ask because I wonder if such a Barb City can spawn after Delhi's borders expand once more at the 750 Culture mark.
I can only load back as far T120 and it is there and Delhi's culture is at 956.
I will certainly to my best to keep that eastern Warrior alive as long as possible during my turnset, in order to discourage Zara from settling in the area as much as possible.
I'm not sure I understand how this would work. Is the thought to gift the UN to a Buddhist, convert everyone else to Confucianism, and win that way? Because if we give the UN to a Buddhist and leave everyone in that religion, we'll have trouble winning all of their votes.
The goal is to have an AI that is hated by everyone be our opponent. Separation by religion is one of the easiest ways to do this... but not the only way.
I don't think we want to give away the AP if we build it ourselves. The only time this would have happened is if the UN and AP just happened to be in the same city.
I wasn't volunteering our Forests for Stone City, just our Marble, Grassland Hills Forest--although we'll get the Hammers from the Forest that gets chopped by Mining this square, and whatever other productions squares we can leverage in that City (such as eventually the Cows, once we know Animal Husbandry).So, we don't want to build it at Riverdale to not give away everything.
We can build it in Stonyville, but it will probably cost us every forest near it (it has very few forests). Stony is near FP so it will have health issues.
Another option is to build it at Cow/Wheat town (City 5). This city has plenty of forests to chop. In any case, this is not for the upcoming TS, but we have to remember to slot it in the future.
c) Attempt to spread Confucianism in Stone City... I might have to build the Missionary on my turnset if we want him to "sit" there for 6 turns before the Settler sits down.[/SPOILER]
The REASON why was not for the Org Rel bonus, but because having your State Religion in a City is a pre-requisite for building the Apostolic Palace.So why the rush to spread Confucianism there?
That is true, and Silverado would make for a great Missionary-pumping City.Plus, a missionary would be more useful in Silverado since it is generating 4H/turn and could benefit from OR right away.
You can build all but one turn in any religion and then switch on the turn it will be finished to the religion of choice.On second thought I still think we should build it in Riverdale.
Also, Stonyville has a good production abilities. Why waste them for many turns on building the AP? Better build it in Riverdale - we are giving it up anyway.
Now, it doesn't matter to give it and UN together - The UN requires mass media which obsoletes the AP. We surely won't give Riverdale before the UN, right?
Other thoughts:
Letting the AP be confus can be a bit dangerous. Once we switch to No Religion or Budha we lose control and Zara will gain it. We may be large enough to stop him from passing annoying resolutions ("declare war on the infidels") but we may not.
I think we prefer the AP to belong to a religion that will be state-less. Christianity sounds like a good option, but we will have to switch to it for very long to build the AP in Stonyville without choping.
The Apostolic Palace doesn't "obsolete" so much as it "temporarily stops working" while it is "under the ownership of a player that knows Mass Media."Now, it doesn't matter to give it and UN together - The UN requires mass media which obsoletes the AP. We surely won't give Riverdale before the UN, right?
Other thoughts:
Letting the AP be confus can be a bit dangerous. Once we switch to No Religion or Budha we lose control and Zara will gain it. We may be large enough to stop him from passing annoying resolutions ("declare war on the infidels") but we may not.
As Unclethrill mentioned, you can build the Apostolic Palace in one religion and then switch to a different religion.I think we prefer the AP to belong to a religion that will be state-less. Christianity sounds like a good option, but we will have to switch to it for very long to build the AP in Stonyville without choping.
Thanks for the details. Is there a reason why you pop rushed the Mids. In general, it is more inefficient to pop-rush wonders. I assume that you could have finished it the next turn with 2 or 3 more chops...
I had the opportunity to save 2-3 forests so I did. It is an option we might want to think about. It would save the forests for health and other builds.
Do you think having Pottere before Math would have sped up research on Math and given your workers something to do rather than build roads or improve tiles we don't need right away?
Between forest chop, roads and a couple improvements, including the quarry, they were pretty busy.
Sounds like you had problems with barbs. I did to in one of my tests too, but they were spearmen, not warriors. Any thoughs on what we can do in our game to help this situation?
Sure, we can certainly consider whipping for a Wonder. The best way to do so, would be to pick a unit or building that costs just barely more than 1 whipped population and which can be whipped for 2 population points, in order to give us a lot of overflow Hammers.Mitchum said:Is there a reason why you pop rushed the Mids. In general, it is more inefficient to pop-rush wonders. I assume that you could have finished it the next turn with 2 or 3 more chops...
I had the opportunity to save 2-3 forests so I did. It is an option we might want to think about. It would save the forests for health and other builds.
Speaking of the Wheat, here is something new that I thought of, which can change our settling location:He and his partner eventually suicided in Zara's land and Zara then settled the wheat anyway.
Hey BLubz, we have 40 more posts in the first 90 turns than we had in the whole previous game. I'm pretty sure that means we're a smarter team this time!!
You know what they say... the first 100 turns make or break your game! Errr... maybe we should make that the first 150 turns, since we're playing on Epic, haha!
It's something about the make-up of this team... I had less than 100 messages when I started with you guys and now I'm at more than 6 times that number.![]()
The "trick" is to ensure that on the first turn you build the item, you don't exceed the number of Hammers required in order to complete it. On the next turn, try not to put too many Hammers into the item again, in order to have a MAXIMUM total number of Hammers input on this turn so as to have exactly double or less the cost of the item (52 * 2 = 104 Hammers max for an Axeman), and I believe that the number is very similar if not identical for an Organized Religous Temple build.
Hey Irgy,The hammers above the double-the-cost amount aren't wasted though, they get converted to gold, which isn't such a bad thing at all.
Perhaps. Or perhaps you had need of working other squares already--maybe you have switched to working more Cottages than Mines. Maybe you are trying to get another Great Person and are running Specialists. These last few turns before completing the Wonder would be the turns to do so, since you temporarily want to trade some production for more production from whipping.I'd say it's worthwhile working the good tiles for as many hammers as that happens to give, you and accepting that some turn into gold. Whereas, in contrast, the first turn of building it you absolutely need to stay under the limit because otherwise you only whip 1 pop and the whole thing doesn't work, so in that case it's necessary to switch to strictly less efficient tiles.
Okay, I can work this advice into my turnset.If we move the warrior near the wheat (forgotten the number, sorry) back west, then we can set up the fogbusts so that at least if a barb does spawn, they'll spawn in the desert and possibly head towards Zara. To do this, it needs to be 1W of the forest hill it was previously sitting on. Sorry for the vague directions, my main point is that we shouldn't leave a strip of barb-spawning land to the north of the capital, we should move across so that all the barb-spawning land is northeast.
Exactly! We've got to give those lazy Warriors some wheelbarrows, so that they'll be able to carry around their heavy Axes. Wheelbarrows... or a cart to go with their donkeys.I think we still need to put an axe in the build queue somewhere though just in case. Can't build axes until The Wheel is in though.