beestar
subdeity
On holiday this weekend, so no Civ for me ... will be back on Tuesday!
Since we cannot switch to slavery yet, I think it is really an obvious choice. Not switching to bureau immediately is a huge waste of resources since it gives such tremendous return, even if just for two turns to research BW first.pnp_dredd said:The decision whether to switch to slavery or caste is very important, and I'm concerned that we haven't thought through all of the implications.
After several attempts, i finally managed to connect
TS played.
All went as per the plan, excluded probably an inverse use of workers in the final turns. Nothing to worry, in any case.
-The city 1N of lake is a good production site, possibly a target HEpic location, although it will not be fantastic when we reach the industrial age, with too much coast and no levee. Still, a very good option for a mid-game siege pump.
I am not definitely not pushing GLib without marble, as it is true that it is probably too expensive without marble or being PHI or having early representation. Not that it is bad to build (in Moscow) if we somehow have time, but I doubt that we will.unclethrill said:While I agree that we need the HE at some point, I really think that some time spent now deciding what wonders to target will be time well spent. If we continually chase the wonder du jour, we will surely lose.
For example, do we try for the GLib? We get two free scientists but how fast to we get to the obsolescence tech? And will those turns spent researching Lit and hammers to build it be offset in the big scheme of things.
I wouldn't be harping on this if it hadn't been an issue in the past (and most of my individual games). Am I beating a dead horse here?
Unfortunately, the AP is not available in this game.havr said:- AP can be very useful to force the AI to peace.
I don't know the mechanics of SoZ, but if it immediately doubles the accumulated war weariness, then it is surely a good build. But if it only doubles war weariness accumulated after it is built, then not so much. Does anyone know how it actually works?havr said:- SoZ can serve the same purpose. AND it will really cripple the AI as long as there is no peace. Thinking of it when the war weariness will start hitting them we will sign peace with close AI but leave one or two stronger AIs with war just to damage them...
ToA without foreign routes and marble is definitely a poor build.havr said:- Another way to balance our budget is Temple of Artemis.
Agree, but I wouldn't go out of our way to pop a prophet, but if we do pop one, I'm all for a shrine.havr said:- A great shrine can be very useful. As long as we have wars we get not foreign trade routes so the shrine can help balance our budget. GLH could have done the same, but that is water under the bridge.
I don't know the mechanics of SoZ, but if it immediately doubles the accumulated war weariness, then it is surely a good build. But if it only doubles war weariness accumulated after it is built, then not so much. Does anyone know how it actually works?
Or hurt us in the hands of the AI...cas said:I wouldn't build it unless we can find a definitive answer/article somewhere that describes exactly how much it will help.
Only 1 actually, if we irrigate the river, then SE. But you might still be right that it is not worth it. We don't have to decide for this short set though.pnp_dredd said:I'm not a fan of chain-irrigating the rice. That will cost us 2 cottages in Moscow, which I don't think is a good tradeoff.
I guess we could go for some elepult if we want to get him early, but we must remember that we cannot kill him off completely, so the cities will have to endure homeland yearning, and we still do not know just how far we have to walk to get there, or if he is even on the same landmass altogether.pnp_dredd said:The French lands that we can see are without fallout. This makes their cities incredibly valuable, much better than founding our own at this stage.
You left out sailing-calendar, which looks really useful given the resources we see. I think we need sailing regardless, for the lighthouse in Moscow.pnp_dredd said:We have options for techs after BW:
Or hurt us in the hands of the AI...
A short TS splitted so we can start plan the cities seems good to me.
I propose to reverse the research to BW-Agri.
In fact, our worker is now busy scrubbing and the other roading the path for city 3.
We will benefit more if we know where copper is than to farm the rice, since we can't do it (or is better to not do it) immediately. Also, we must run a turn at 0, so no way to have both techs for the break.
I think that pottey-sailing are needed, then we can start plan with an eye to the mid game.
SoZ
A better understanding of how it works for the AIs can be useful, but for sure it hurts badly the human, more with this scenario.
This is why i propose to build it, even if usually don't. It also has a bonus for gold, which we have.
That is definitely not true. The worker is scrubbing a useless plains tile, so it can be stopped (and it should, to do something else, agri or not), and 1 turn of 0%, and four turns of research is enough to get agri+BW for a 5 turn set. Edit: Checked the numbers. We need 244BLubmuz said:In fact, our worker is now busy scrubbing and the other roading the path for city 3.
We will benefit more if we know where copper is than to farm the rice, since we can't do it (or is better to not do it) immediately. Also, we must run a turn at 0, so no way to have both techs for the break.
It also has a bonus for gold, which we have.
Agree on most of the plan, but cottages require pottery, which we need to research. We can probably research Agri-BW-Pottery and finish before the workers chop the forest (if we chop first). One worker can also continue roading W for a 3rd city instead.
I am ok with you playing soon, but I would also want us to try brokering peace with Gandhi by offering our techs. There is no way to know what he will accept without offering it since he will ask for StP for peace. So I'd try offering writing, then writing+our other techs. And then Math when if he gets writing himself etc.
You left out sailing-calendar, which looks really useful given the resources we see. I think we need sailing regardless, for the lighthouse in Moscow.
You can't do it, we don't have BWRevised worker plan:
Worker1 completes road (this is enough road if we are settling city3 1 N of the lake) then moves to chop the riverside forest.
Mine was a proposal to satisfy a curiosity, more than a tactical move. Good for the rest, go on!Worker2 scrubs for 1 turn, then moves to irrigate the rice.
Worker3 assist irrigating the rice
I'll stick with Ag-BW: there's no advantage in having BW one turn earlier, however having the rice irrigated one turn earlier will give an advantage.
You can't do it, we don't have BW
But if we decide to settle between the lake and the cows, you need to scrub there. No road. So, after the road on desert, move on the city site to scrub it.