Term 6 President's Thread

Robi D

Minister of (Dis)Order
Joined
Jul 1, 2005
Messages
3,066
Location
Adelaide, Australia
Turn 101 350BC

In Aloha Today
Welcome to Term 6:)

Cities
Aloha(5) - Worker in 9, Growth Stagnant
Hello(4) - Worker in 3, Growth Stagnant
Hej(4) - Galley in 5, Growth in 6
Kia Ora(1) - Granary in 56, Growth in 7

Workers
Plumber - Finishes Road
Builder - Starts and Finishes Road
Brick Layer - Starts and Finishes Road

Sirians Eyes continues Northwards

Barb warrior killed near Hej by Axe.

Iron Working in 2
Research 90%, 70g -1gpt
 
whats the cheapest military unit we can build?

it might be worth putting him in the galleyincase we come to a land bridge or something similar :)
 
BC idea has merit....

or a hut island.
 
I'll have a look next turn.
 
Turn 102 325BC

In Aloha Today
Tech Trade with Innovia in place

Cities
Aloha(5) - Worker in 5, Growth Stagnant
Hello(4) - Worker in 2, Growth Stagnant
Hej(4) - Galley in 4, Growth in 5
Kia Ora(1) - Granary in 55, Growth in 6

Workers
Plumber - Moves SW, 2S
Builder - Starts Copper mine, Finished in 2
Brick Layer - Starts Copper mine, Finished in 2

Sirians Eyes HEads through forest, sees a hut to pop but there is a barb in the way.


Settler to build Privet next turn. Axe heads into Jungle south of Hello. I'm trying to get rid of the unsighted tiles so no barbs can pop up.


Another Barb warrior heads for Hej.


Innonvia send Polytheism for Sailing which is excepted. I send Alphabet for Mathematics and then next turn we will trade Metal Casting and Priesthood then the turn after they send Code of Laws.

Kia Ora borders expand.

The cheapest unit we can build is a scout (15 Hammers)

Iron Working in 1
Research 90%, 69g -1gpt

All in all a very busy turn:)
 
yep build a scout...have the galley scout around and the scout can meet it on the eastern shore.
 
Turn 103 300BC

In Aloha Today
Privet is founded:)

Cities
Aloha(5) - Axeman in 5, Growth in 7
Hello(4) - Worker in 1, Growth Stagnant
Hej(4) - Axeman in 5, Growth in 8
Kia Ora(1) - Granary in 54, Growth in 5
Privet(1) - Barracks in 60, Growth in 11

Workers
Plumber - Moves 1W, Starts road, finished in 2
Builder - Finishes copper mine
Brick Layer - Finishes copper mine

Sirians Eyes moves North to approach barb from a safer direction

Axe kills barb warrior near Hej. We can now see a barb Axe apporaching Hej.

I changed Hej and Aloha to build Axes, Hello will start an Axe next turn so we have some protection from the barbs. They will resume their former builds when complete.

Innovia didn't accept the math-alpha swap i sent. Why? who knows maybe they wanted to discuss the no trade to 3rd parties stipulation. However they did not send a note saying why. Maybe they like to send the trades:rolleyes:

Iron Working completed, Calandar in 9
Research-90%, 68g -4gpt

Sorry i forgot to take screenshots this turn:blush:
 
Have the dyes been roaded too? if not we should start doing that.

we also need (including the one being built) 2 more workers.
 
Aloha is building one but it has been delayed for the axe (damn barbs).
And the dyes are roaded and ready to go:)
 
woop then we want to delay aloha switching back to a worker for 2 turns so it is ready to pop as soon as we get them dyes hooked up :) or we could just let them all pop its not like we lose much by letting this happen and it means we have a bit of growth for next level....
 
If possible we should try to get one of axes to be the barb killer to max out as many promos that one can get. If we can push that ax (upgraded more than likely) to be a promotion getter once we start war we will have it closer to level 4 for hero epic.
 
Barracks in Privet :nono: rather would build a granary or forge.

Anyway, we will get GP in 45 turns. Why not GP to be GM? Great Merchant could lightbulb Civil Service.

We have to research Currency and CoL. After that we can do the lightbulb thing. Warning! Do not learn Priesthood or Judaism. If you do we have to research Monarchy.

Adopt Caste System and we get GM even earlier.

My estimation is 22 turns. Calendar in 9 turns, Currency in 11 turns, one turn in anarchy. One merchant specialist in Aloha in two turns (CoL).


Great People Tech Prefences

Great Merchant:

Currency <-Research
Banking <-doesn't matter
Economics <-doesn't matter
Corporation <-doesn't matter
Metal Casting <-We have it
Code of Laws <-we get it in trade
Mining <-We have it
Constitution <-doesn't matter
Wheel <-We have it
Pottery <-We have it
Sailing <-We have it
Paper <-doesn't matter
Railroad <-doesn't matter
Industrialism <-doesn't matter
Monarchy <- Do not learn Priesthood or Judaism!
Civil Service <- :goodjob:
Guilds
Fascism
Mass Media
Agriculture
Writing
Mathematics
Printing Press
Flight
Machinery
Replaceable Parts
Satellites
Mysticism
Priesthood
Divine Right
Nationalism
Calendar
Scientific Method
Medicine
Horseback Riding
Compass
Steam Power
Future Tech
 
I see a big flaw in my plan. Impossible to have CoL unless we have learned priesthood or Currency. That delays estimation from 22 turns to 32 turns. Either we research Monarchy (10 turns) or begin accumulating Merchant specialist GP points in Aloha later.
 
I would choose Hereditary rule (Monarchy) over Dyes (Calendar) if we get Priesthood from Innovia.
 
I could ask innovia to start researcing currency while we take care of monarchy and then we could trade them too.

However havnt there already been a few GP points in aloha in terms of a great scientist. leading to this possibility being open

Great Scientist:

Writing-have
Mathematics-have
Scientific Method-n/a
Physics-n/a
Education-n/a
Printing Press-n/a
Fiber Optics-n/a
Computers-n/a
The Wheel-have
Philosophy- this is what we'll end up lightbulbing as we have CoL
Chemistry
Fission
Fusion
Optics
Paper
Astronomy
Biology
Electricity
Flight
Genetics
Compass
Satellites
Sailing
Alphabet
Calendar
Medicine
Ecology
Iron Working
Metal Casting
Engineering
Steam Power
Liberalism
Agriculture
Masonry
Bronze Working
Machinery
Gunpowder
Refrigeration
Rocketry
Fishing
Combustion
Plastics
Composites
Mining
Radio
Meditation
Drama
Theology
Music
Civil Service
Democracy
Corporation
Communism
Economics
Hunting
Archery
Animal Husbandry
Construction
Robotics
Monotheism
Mass Media
Horseback Riding
Replaceable Parts
Rifling
Artillery
Future Tech

If we're after a GM then we should take the scientists off other cities (so they dont give us a GS), switch to caste system and have a city such as Hej working on the GM.

If we however got a great scientist this would mean we could lighbulb philosophy-thereby giving us a religion- however- is religion really that important? im not so sure that it is. [me continuing to argue with myself] however if we got philosophy we'd then be able to spread taoism a bit put it in hej switch to pacifism and then be able to lightbulb CS fairly quickly following that- these are the required techs for nationalism, if we research that then we're already the majority of the way there for Military tradition and cossaks.... so hmmm

Also i agree with kuningas about privet however id say it should build a granary rather than forge first as it looks like it will be fairly hard to grow.
 
I checked the last save. In Aloha there is 10 great person points (+2GPP per turn) all for a GM. In Hej 30 GPP (+0GPPpt) all for a GS. With an extra Merchant in Aloha (+5GPPpt), a GM would appear in 18 turns.

We would pay an awful high military upkeep in pacifism. Taoism is not worth much. I think CS first.

Our short term objective should be Cossacks, If we get Cossacks fast we rule the game :)
 
Ah sorry i misread the cities and thought you were referring to Hello :)

I dont think we would pay a really high military upkeep in taoism however we would of course have to pay some.

good idea then :goodjob:
 
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