Roster check:
Maksim - up
grahamiam - on deck
Zavior
Tubby Rower
Bede - roaring right along
AdmK - kept the heat on
Going to ask the question - do we need either oil or coal to win this one? And is we can trade it out from under Asoka so much the better - he is our bosom buddy after all.
Nice progress, Adm.
I think what is happening here is that all those cottages started kicking in about the time our score graph went vertical.
The horse units will upgrade to choppers which are an invaluable defense asset when the tanks land. We need a viable mobile reserve until we get rails.
Will play either Friday evening or Saturday morning.
If I understand correctly, things to note are:
1) Consider coal situation; perhaps tech up Asoka... perhaps use pointy-stick persuasion?
2) Consider Huayna - either attack him soon, or weaken him
3) Upgrade army
4) Look at Great People being produced
if we can get a coal town militarily, I'm all for attacking someone (other than Asoka). I'd rather have the resource on-hand than rely on trade. As far as oil goes, as long as we have Uranium, I think we'll be ok.
The year is 1750. Our wise men keep looking heavenwards, but I have to leave them to their stargazing for the time being and turn my attention to somewhat more prosaic matters of the realm.
So, let us proceed!
Q: Consider coal situation.
A: We don't have coal. Asoka has two, one of them on an island close to us. He does not have Steam Power. We have only just researched it and have no immediate use for it. I decline to gift him with the tech for the duration of my turn, as I do not see any advantage for us.
Q: Consider Huayna - either attack him soon, or weaken him
A: During my turn, I had no communication with the guy. Let sleeping dogs lie, I say. I did train and upgrade some of our military, though, to dissuade him from coming our way, and I did send an early warning frigate in his direction.
Q: Upgrade army.
A: We should pick up Military Tradition, as it will allow us to upgrade our Knights and Immortals into state-of-the-art Cavalry. I did this, researching it in 2 turns.
Q: Look at Great People being produced
A: There are three towns that realistically have a shot at producing Great People. Jupiter 5 will produce the next one at the end of my turn. After that, we'll get one more in 25 turns from Steak & Wine - almost equal chances for great artist or great merchant (? - sorry, working from memory here). After that, in 5 more turns we'll get one more at Jupiter 5. Another contender would be Last Best Hope that can generate either a Merchant or an Engineer - I switch their specialist so that the latter is more likely, as we generate enough money as is.
There's not much we can do about the type of people being produced, as most of our GP generation comes from Pacifism and wonders, not specialists. We are not playing a GP-oriented strategy, and such a strategy tends to break at later stages of the game anyway. So I suggest to just stop worrying about GP for now.
So, what do I actually want to do during my turn? A quick look at the game with resource view on suggests an immediate answer. Isabella has Toledo on the edge of their continent, close to us, being culturally squeezed by the English - and sitting on top of Oil! In addition, Isabella is neither strong nor well-liked.
This is an opportunity too good to miss. Let's take Toledo!
Turn 261 (1755 AD) Jupiter 5 begins: Jail Pasargadae begins: Harbor Tech learned: Steel Susa finishes: Crossbowman User comment: Susa doesn't have Barracks. Tsk-tsk. User comment: I go for Military Tradition, begin amassing Cavalry-to-be at the NW of our continent. Move over a couple of Galleons as well. User comment: Toledo is defended by 2 longbowmen and 1 pikeman. We need four cavalry to take it. I prepare six.
Turn 262 (1760 AD) Susa begins: Cannon Research begun: Rifling Research begun: Military Tradition Susa begins: Drydock Confucianism has spread: Igor's Asylum Beer finishes: Market Arbela grows: 13 Igor's Asylum grows: 2 User comment: Why are workers building mines? Windmills are much more efficient - consider that mines give 1F 3H, while windmills give 2F 2H 2G.
Turn 263 (1765 AD) Beer begins: Cannon Tech learned: Military Tradition Last Best Hope finishes: Frigate Hinduism has spread: Jupiter 5
Turn 264 (1770 AD) Research begun: Railroad Last Best Hope begins: Drydock Jupiter 5 finishes: Jail Pasargadae finishes: Harbor User comment: Upgrade six units to Cavalry.
Turn 265 (1775 AD) Jupiter 5 begins: Cannon Pasargadae begins: Barracks Serenity Valley grows: 15 User comment: I look at the SW area of our continent, and notice the huge amounts of useless cottages and workshops on plains. The problem with plains is that you have to irrigate them to keep your cities growing. If you do anything else, the squareis at -1 F, and the growth stops. The governor doesn't want that, so he just uses more and more of 2F 2G coastal squares, while our land sits useless. I begin a program of building and stretching irrigation from the east. This will pay off when we research Biology, don't worry.
Turn 266 (1780 AD) Tech learned: Rifling User comment: Lizzy showed up, offered to exchange Rifling and 50 G for Steel. It's highway robbery but her eyes and teeth, separated from eyesockets and mouth respectively, not only convince me to deal but will haunt me for the rest of my days.
Turn 267 (1785 AD) Cavalry loses to: Spanish Pikeman (3.72/6) Cavalry defeats (12.45/15): Spanish Longbowman Cavalry defeats (12.60/15): Spanish Longbowman Cavalry defeats (0.75/15): Spanish Pikeman Judaism has spread: Toledo Captured Toledo (Isabella) Jupiter 5 finishes: Cannon Steak and Wine finishes: Bank fe's Paradise finishes: Observatory User comment: Made a mistake here. Should have known that Frigates can bombard. Instead I sent Cavalries at once, and one of them paid the price. User comment: The city is ours but will be in rebellion all throughout my turn.
Turn 268 (1790 AD) Jupiter 5 begins: Cannon Steak and Wine begins: Rifleman fe's Paradise begins: Harbor Arbela begins: Colosseum Narak (Great Prophet) born in Jupiter 5 Last Best Hope finishes: Drydock Beer finishes: Cannon Igor's Asylum grows: 3 User comment: With a Great Prophet, and no Confucian shrine built yet, it's obvious what to do.
Turn 269 (1795 AD) Last Best Hope begins: Frigate Beer begins: Drydock Serenity Valley finishes: The Kong Miao Tech learned: Railroad Serenity Valley finishes: Bank Pasargadae finishes: Barracks User comment: As the Prophet arrives to build the shrine, the bankers are greeting him with open arms in Serenity Valley. User comment: A tranquil place it may be, but when it comes to money, these guys know what to do. User comment: This allows me to raise science to 90% at positive.
Turn 270 (1800 AD) Research begun: Assembly Line Serenity Valley begins: Theatre Pasargadae begins: Cannon
I have left three groups of workers - one in NE above Serenity valley (four guys), one in SW working on farming the area (four as well). Two more are in NW, having been captured at Toledo.
One Galleon is out patrolling to our west near Jaipur. One is hiding beneath a frigate inbetween our continent and Toledo. Three cavalries are at Toledo. Two more were pillaging Spanish lands which were just conquered by Hatty.
Assembly Line will give us Infantry but no beakers have been invested yet. You may want to switch to Combustion for oil, or Biology for growth benefits (we can handle this, I think).
What else? Our finances are great. Saladin stopped OB with us sometime during my turn. Egypt will be our main space race competitor, I expect. I don't think Izzy will live to see us launch. If we want to take Jaipur's island, we can have some coal for ourselves, and can build two cities there.
I'd like assembly line for the defense if we need it. I'd prefer not to attack asoka. would then go for combustion so we can upgrade to destroyers to keep the others (I've become a big fan of Lost recently) away
sorry about the workers building mines, i tend to focus too much on hammers
nice job on the shrine. are confused academies in our future?
Versailles or the FP probably should have been built on the SE island, but no big deal.
we trade for coal and run to plastics which IIRC, lets us build hydro plants and the 3 gorges dam. We will need power for our factories to win this in space
keep our 3 friends happy and f the others
Q: Upgrade army.
A: We should pick up Military Tradition, as it will allow us to upgrade our Knights and Immortals into state-of-the-art Cavalry. I did this, researching it in 2 turns.
Maksim - kept us on the hot path
grahamiam - UP
Zavior waiting, twidling thumbs
Tubby Rower - working on a graph or table to show why I'm an idiot
Bede - roaring right along
AdmK - kept the heat on
Open Borders cancellation by Saladin could mean that he a Hyana have something up their sleave. We need to make sure ALL of our cities have a decent defence.
Good Job Maksim!! as far as techs go... Assembly Line then Biology (more pop = more specialists that we can afford)
----------------------------New entries---------------------------- Turn 270 (1800 AD) User comment: Preflight check: I find 2 cav and the other end of the English empire. I upgrade 1. User comment: I think, after Assembly Line, I'll go Radio -> Computers so we can build some Labs. User comment: Our limiting factor seems to be happiness, not health, so I trade our only wheat to Huayna Capac for furs. Jupiter 5 finishes: Cannon Serenity Valley finishes: Theatre fe's Paradise finishes: Harbor Susa finishes: Drydock
Turn 271 (1802 AD) Jupiter 5 begins: Rifleman Serenity Valley begins: Rifleman fe's Paradise begins: Grocer Susa begins: Frigate User comment: Rifleman are for quick upgrades to Infantry User comment: Elizabeth built Statue of Liberty, meaning she already has Radio. Steak and Wine finishes: Rifleman Last Best Hope finishes: Frigate More Beer finishes: University
Turn 272 (1804 AD) Persepolis begins: Rifleman Steak and Wine begins: Rifleman Last Best Hope begins: Frigate More Beer begins: Observatory Frigate promoted: Combat I fe's Paradise grows: 11 Arbela finishes: Colosseum
Turn 273 (1806 AD) Persepolis begins: Barracks User comment: MM Persepolis for growth and switch to a rax.
Turn 274 (1808 AD) Toledo begins: Library Tech learned: Assembly Line Jupiter 5 grows: 20 Serenity Valley's borders expand Last Best Hope finishes: Frigate
Turn 275 (1810 AD) Research begun: Combustion Last Best Hope begins: Frigate Frigate promoted: Combat I User comment: I max out research so we can get a maximum overshoot for Radio Jupiter 5 finishes: Infantry Persepolis finishes: Barracks Steak and Wine grows: 15 Susa finishes: Frigate Beer finishes: Drydock Igor's Asylum's borders expand Toledo's borders expand
Turn 276 (1812 AD) Jupiter 5 begins: Factory Susa begins: Frigate Beer begins: Frigate Frigate promoted: Combat I Tech learned: Communism User comment: Sell Asoka MT and Steam for Commie, WM, and 50g. Not sure how wise that was, but I want them to get Steam and at least we get something for it. Persepolis grows: 16 Steak and Wine finishes: Infantry Arbela finishes: University Igor's Asylum grows: 4
Turn 278 (1816 AD) Research begun: Radio Serenity Valley begins: Factory Persepolis begins: Factory User comment: Upgrade 5 Frigates to Destroyers, trying to get all the units with XP Steak and Wine finishes: Barracks Pasargadae finishes: Cannon More Beer grows: 11
Turn 279 (1818 AD) Steak and Wine begins: Infantry Pasargadae begins: Infantry User comment: Well, Madrid has only 3 units left in it, and they're all very hurt. I have only 2 cav nearby, so no chance to slip in and take it. User comment: On the IBT, Asoka wants to sell us Coal for fish, renegociate to also get 4gpt out of him User comment: Liz just finished the Kremlin. Looks like she may need to be drawn into a war as well, as she's doing very good right now. User comment: Start railroading thru the lumbermills and other stuff, trying to get a defense net + shields up. Susa grows: 14
Turn 280 (1820 AD) User comment: Not much else. Egypt is becoming a monster, at the expense of the Spanish. We are 3T from Radio, then I was thinking we should go for Computers. By that time, our factories should be done so building the Labs should be quick. User comment: Iron Works is available. I'd like to do it in Persepolis or Steak & Wine, after the factory and possibly a coal plant.
@Zavior: there's a Spanish Galleon SW of our oil toehold that I forgot to take care of. You have 3 destroyers in range (and one is at 4/5 XP) that can kill it.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.