Bede said:@Methos - Only requirement is pick up in 24 and post your log and save in 48 after that. Everybody has had a chance to chime in, so you are good to go.
Picked up.
Bede said:@Methos - Only requirement is pick up in 24 and post your log and save in 48 after that. Everybody has had a chance to chime in, so you are good to go.
Bede's right. Keep up the dialogue.Bede said:Let's have some fun. You can all play a lot better than you think you can judging from the discussion.
namliaM said:I still think getting 142 gold for pottery (even if that means possibly doubling growth on the other side) They will research or trade it somewhere else pretty soon anyway. Spending 72 or trading Pottery and getting 70 making Pottery worth a (massive) 142g is not a bad thing. But that is my oppion
namliaM said:IMHO it was a mistake/misjudgement to have warrior 1 goto Washington for MP. I would have used it to explore, you dont need 2mp 1 is enough.
As I see it we get 1 content pop "free" + 1mp (or 10% lux) makes 2 pop + 1mp (or another 10%lux) makes 3 pop.
Instead of having Warrior1 head for Washington, you could have explored with it.
namliaM said:Waiting for Warrior3 to be MP, this would have taken 2 extra turns at 10% lux or 2g. Meanwhile Warrior 1 would have been out exploring uncharted teritory at say an average of 3 tiles per turn and would have continued to do so your full 10 turns. Meaning we would be able to see 30 extra tiles, with opportunitie(s) of (new) contacts or even goody huts?
This offcourse will mean that at near finish of the settler when at pop 3 we need 10% lux again vs no lux with 2mp that would cost and extra 1 or 2g? Not sure how long we will be at pop 3...
Total cost 2+2= 4g for 30 extra tiles visible and all the opportunity of getting a GH or contact? Possibly take in a barb tent (at 25g) I would say thats a nice "trade"![]()
namliaM said:In turn4 I would have headed E with worker2 to road ahead, leaving the mining to Worker1, repeating this process... (in turn 10 you start a mine again with worker 2) Using worker2 to road and worker1 to mine. Thats me personnaly and I dont know which is better "in the end", maybe Bede can shead some light on this.
namliaM said:In turn 6 i would probably not have done worker2 Ne-N-N. To not "waste" the worker turn to pause on step 3, 2 options possible:
1) Ne-N-Ne, using the step to step onto an unroaded tile. Then road that tile, and move on. This "costs" 2 turns, but in the end saves a turn. For in the future somewhere a worker will need to step back onto this tile and road it.
Shadowing is good for learning. No spoilers is good for the rest of us.namliaM said:@Bede/All:
I would like to try my strat from my end turn and see what the diff would be (without spoiling that is) is that OK? I would prob see a bit more of the map, but will not be "back at bat" before its visible anyway.
namliaM said:For we have found 4 civs including ours makes 5 on this continent. That leaves 3 for the other continent, I will bet they will have a slower tech pace.
namliaM said:On trading Alpha for CB and waiting for writing. Correct me if I am wrong, Alpha is a prereq for writing *diging up Tech Tree online while at work*. So in order to have someone research writing they will have to know Alpha. Thus trading alpha for writing is not an option.
We would need to trade Alpha for Iron, Math (they would need to know Alpha first so not realy an option) or Mist (we need to know CB first). Seeing as Alpha for Iron is the "only" bet "on" and an unlikely trade at that being a 1st tier for 2nd tier, I would make the trade Alpha for CB+70g. Maybe the trade for WC for CB+10 with sumeria would be better. It is likely they will get is somewhere anyway. It opens up Mist to us for the Alpha trade and indeed saves Alpha.
namliaM said:City3 is actually s-sw of Lagash, thus still an option?
namliaM said:In 2630 the Sumerians are starting the Pyramids appearently the first AI to start it, IIRC they have some nice BG around their capital presuming that is where they are building it. So they will prob finish it first. Pyramids giving instant and free granarys in all citys. Agri + free instant granary in every (new) city = super growth = double trouble for us?!
namliaM said:Renaming is fine. All: Maybe we should agree on "naming" of units where needed.
Some kind of "naming convention"?
namliaM said:hope its ok to do this, I dont mean to rant or anything just stating things as I see them
namliaM said:From the word doc (nicely done by the way)
If you are confused it might be best not to say "got it" so soon. To oblige by the rules you need only do it within 24 hours. But also play then after "got it" within 48 hours.soul_warrior said:got it.
also lost it due to all this analysing.
will do my best after i reread most of the last 2 pages.
maybe someone (the monk, as our brave and noble leader, perchance) will post a brief plan for the near future. a so called "synergy" of everything?
well, guess what?namliaM said:If you are confused it might be best not to say "got it" so soon. To oblige by the rules you need only do it within 24 hours. But also play then after "got it" within 48 hours.
Total time allowed to discuss and play the next 10 turns would be 72 hours. By posting within 13 (or so) minutes you just robbed yourself out of 24 hours being able to think about things and talk things thru or possibly discuss things here on the forum.
Mailman said:- Where to build city #2 (with that settler) at City #2 spot (normal) or City #3 spot (try and block them pesky sums)
- is city #3 spot still "valid"?
- Build sequence/or first build in the new city?
- What to build in Washington after that settler
Barracks (include chopped forest or no)-settler ... then what?
If/When we go to war with Sums, we will need to pick goals/targets.
Which city(s) go first?
What resources (Iron/Horses or lux) do we want to obtain?
Bede said:Cracker's rule: Never come back to road.
Bede said:Shadowing is good for learning. No spoilers is good for the rest of us.