The Bull Reincarnate II

Monarchy is more helpful than a temple, as 120 is a big investment unless you are spiritual.


TBH, I was thinking of PH more for the discount on CoL. Temples were kind of an afterthought.

If monarchy comes up for trade, I'll try to trade for it ASAp (AIs usually prioritize it, which is another reason for not staying in a heathen religion).
 
@cripp7

I'm ready to play, unless you have some other input/questions? I'll wait a few hours longer.
 
I stopped on T157 for input. We popped a GSci in Cahokia. Settle or academy? I vote academy. Settling will bring an additional 6*1.25 = 7.5:science: whereas an academy will bring an additional 10.5:science: (Cahokia is currently generating 15:commerce: + 6:science: from 2 scientists = 21:science:, so the extra 50% give 10.5) when running 100%:science:.

In other news, we're in NSR (Boudi converted to judaism) so our happ cap is at 7 with the jumbo hooked up. We also have our settler in place at spicy clam. :) Boudi has a settling party in Tolosa (her westernmost city), but she hasn't moved it for several turns. I'm concerned that she might try to settle behind us to the east even if we do settle our blocking city. Any ideas on this? She's out of places to settle on the mainland, I think, although I've found a medium sized island to her W with wheat and stone. No contanct with other AI borders yet.

I'll wait for some input about the GS before playing the rest of this round (3 more turns).
 
Definitely academy - which does mean that with SY + Acad it prob won't make sense to move the cap. Too early for that anyway tho

If Bod tries to settle behind us just close borders. We can gift her currency if needed to keep @pleased
 
Definitely academy - which does mean that with SY + Acad it prob won't make sense to move the cap. Too early for that anyway tho

If Bod tries to settle behind us just close borders. We can gift her currency if needed to keep @pleased

TBH, SY isn't doing much for us. Unless we can get a GSpy to settle there it's gonna be close to useless for a long time. I think our best shot is running 2 scientists in the cap, bulbing phil if we pop a GSci next, then running pacifism + 1 spy from a courthouse in the cap. Yeah, yeah, I know, way less than ideal, but what's the point of playing this variant otherwise? 3rd gp will need 600gpp (on epic isn't it 150, 300, 600... ?). With a spy spec (3gpp) plus the GW (2gpp) plus pac (+100%) = 60 turns with 100% chance of a GSpy. We could shorten this to 29 turns if we can get the NE there, at the cost of some artist pollution (28% chance).

I'm not too concerned about a war with Boudica, although we should avoid it until we can get some more military going. Native America is her worst nightmare: dogs eat GWs and axes for breakfast, and CG3 archers are no joke at all on defense. She's now the odd civ out in our neighborhood: Joao and Pacal are hindu, Louis is buddhist (along with some number of unmet civs), and Boudi is jewish (Pacal's 2nd religion). We could maybe get a dogpile going at some point. It'd be nice to get our hands on the 'mids (which she built this round). :devil:

I'll play tonight, but will wait to see if cripp7 has any input.
 
Round 5

T140 (inherited) Open borders with Louis. Move northern-most worker back to spicy clam to start roading, start worker roading from rice in Chaco to spicy clam. Switch PP to lighthouse, take cow from Chaco. Cahokia hires a scientist from 1 of the lake tiles.

T142 Boudi converts to judaism. Worker reaches spicy clam and starts roading to Chaco. Iron mine is finished in Cahokia.

T144 PP grows to pop4, switches to settler, chop completes and goes into settler.

T145 Louis converts to buddhism. Cahokia switches from clam to lake to slow growth further (it will grow in 4, which is when whip anger subsides). Research set to 100% as we have over 200:gold:

T146 Crack the whip in PP on the settler, give cow back to Chaco.

T147 Worker from Cahokia starts a mine on the grass hill in Chaco. Chaco grows to pop2, works cow + cottage. Alpha traded to Pacal for meditation (he had 8 turns left on alpha). Pacal starts metal casting. Settler in PP starts moving to spicy clam, we convert to NSR now that the settler's done to keep Boudi happy (she goes from neutral to pleased immediately).

T148 Road to spicy is done and settler moves there the same turn. 1 worker sent to camp the phant in Mound, 2 are sent to farm the rice in Chaco. No sign of a settler in Tolosa yet. Cahokia is unhappy because of the change to NSR, I assign 2 scientists there (next gp in 9). Boudica finishes the mids!

T150 Boudica switches to US! Gotta love the AIs choice of civics. :rolleyes:

T151 Boudi settler shows up in Tolosa. Rice is done in Chaco, Workers sent to road from spicy clam to phant. Chaco works rice + cow for max growth.

T155 Cahokia graniery done, start a sword.

T156 Joao converts from buddhism to hinduism! :eek: This is very good. Phant is camped and roaded in Mound, 2 workers start chopping the jungle on the phant to make it a useful tile (2:hammers:2:food:1:commerce: ), 1 worker moves 1W to start a farm.

T157 GSci pops in Cahokia :( and makes an academy. Time to research currency decreases by 2 turns. :) I realize that there's no rax in Cahokia, so I insert one ahead of the sword.
Spoiler :
Civ4ScreenShot0093.jpg


T158 Boudi moves settling party towards spicy clam. Settler there founds Mesa Verde and starts on a pole, working the 3:hammers: plains hill. Maintenance skyrockets. WB arrives inside Mesa's borders to work clam once borders pop.
Spoiler :
Civ4ScreenShot0094.jpg


T159 Boudi's settling party moves toward blocking city, so Snaketown is founded there. Did I mention maintenance? :lol: Workers finish chopping jungle in Mound and head to Mesa to chop plains hill forest into pole.

T160 Workers start chopping forest into pole in Mesa. Due to increased maintenance we can't finish currency in 2 at 100%. I turn the slider down to 70% and it will be done in 3 with no :gold: left. Boudi's settling party heads back to Tolosa. :goodjob:
Spoiler :
Civ4ScreenShot0096.jpg


Diplo looks very good, with Louis at cautious and the rest at pleased:
Spoiler :
Civ4ScreenShot0098.jpg


Once currency is in we should go PH> CoL. Louis, Boudi, and Joao all have monarchy, and we can trade currency for that and math once PH is done:
Spoiler :
Civ4ScreenShot0099.jpg

NOTE: Trades should be done to Louis first, since he has the lowest WFYABTA limit (5), with Boudi (10) next, and Joao last (15).

I think we should continue running scientists in Cahokia full-time (they'll benefit most from the academy, and we'll have to turn our slider down due to maintenance). Next gp will have 25% chance of being a GSpy, but if it's a scientist we can bulb phil once CoL is done. Courthouses will be vital for generating EP, and are our best chance to get a GSpy to settle (see my thoughts in the previous post).

Once the forest is chopped in Mesa, 1 worker should start roading to Snake and the other mine that hill. I will switch PP to a worker, who can be whipped for 2 pop at max :hammers: to finish the LH there. Once the rax finishes in Cahokia the sword should be whipped the next turn (it has 14:hammers: in it already, which is perfect for a 2 pop whip). The overflow should go into another sword. Both swords should be sent to the barb city.
Spoiler :
Civ4ScreenShot0100.jpg


Finally, our scouting WB is in uncharted waters in the west. Hopefully we'll start seeing some French and Portuguese borders soon, and meeting at least 1 new civ:
Spoiler :
Civ4ScreenShot0097.jpg
 
:goodjob: We got our blocking cities down now, not a lot of time at the moment to post but why is the worker cottaging the dye?

We can trade Louis corn>fish. Once CoL is in we could bump the EP slider 10% and force Booty into Hindu, she only has 1 city that's Jewish.

Gotta go do the Easter thing, report back later
 
:goodjob: We got our blocking cities down now, not a lot of time at the moment to post but why is the worker cottaging the dye?

Have you looked at how our maintenance costs have jumped? :D It will give us a 3:commerce: tile immediately.
 
We can trade Louis corn>fish. Once CoL is in we could bump the EP slider 10% and force Booty into Hindu, she only has 1 city that's Jewish.

Good point about the fish. Also, PP has captured the gold to the west - if we can scrape up some worker turns sometime we could trade that as well (Joao has pig on offer).

Boudi is pretty well boxed in at this point, with only 3 cities. 2 of them are hindu already, so she just might convert on her own. But, frankly, I'd rather she stay heathen. It would be really nice to put her cities under new management. :D We're not ready now, OFC, but once we get construction... :devil:

I don't think we should be in a rush to convert to hindu ourselves, in any case. First, I doubt that Joao will stay hindu if there's a buddhist missionary spammer behind him that we haven't met. Second, there's no need to antagonize Louis even though we're safe from him. We may need access through his land for TRs. Third, once currency and PH are in we should be able to trade for monarcy right away, which means bye-bye happy cap. :)

ATM we have 2 pressing needs: military and commerce. We're short on :hammers: except in Cahokia, and that's not going to change anytime soon. We need workers to alleviate the commerce problem, and PP is pretty well set up as a whipping post to alleviate both problems. By whipping workers into LH, rax, and units and growing back on units, we should be able to get some defenses up and tiles improved. The current worker there can be whipped for max :hammers: in 4, overflow should finish the LH, grow back on rax until pop 5 or 6, switch to worker, whip, etc. The same is true with Cahokia, at least until we get monarchy.

Boudi WILL go after that barb city, hence the need for something like 4 swords there. I think it should be razed. There are 3-4 good spots to settle up there, and I'd really like to keep those horses away from her (she has HBR). Luckily, she is in the worst gov't civic (US) - if she uses it to rushbuy it will kill her research rate, and she has no towns to get the :hammers: benefit. :rolleyes: At some point we should get some settlers up there. Oh well, lots to do, not much to do it with. :lol:

BTW, remember to whip the sword on the first turn after the rax finishes in Cahokia - as I said, it's all set for a max :hammers: 2-pop whip.
 
I have internet here (Costa Rica) - woot!

Good job, diplo looks gr8!

Have you looked at how our maintenance costs have jumped? :D It will give us a 3:commerce: tile immediately.

Yeah since we only have 2 dye prob better to plant both and trade the one so not sure its worth working that tile for interim but maybe.

The reason we are hurting for cash is Chak is not working any of the 2 :commerce: water tiles. I think it would be better to skip the sword+rax or at the very least not build anymore military here and go max :food: + :commerce: using the extra food to spam workers for all our jungle cities.

Lets get mound up and running ASAP so it can produce non stop military.

We have 4 workers :eek: for 6 cities with more cities on the way!!
We should aim for at least 10-12 immediately.

Lets found gold city ASAP as it will be a net positive.

TBH, SY isn't doing much for us. Unless we can get a GSpy to settle there it's gonna be close to useless for a long time. I think our best shot is running 2 scientists in the cap, bulbing phil if we pop a GSci next, then running pacifism + 1 spy from a courthouse in the cap. Yeah, yeah, I know, way less than ideal, but what's the point of playing this variant otherwise? 3rd gp will need 600gpp (on epic isn't it 150, 300, 600... ?). With a spy spec (3gpp) plus the GW (2gpp) plus pac (+100%) = 60 turns with 100% chance of a GSpy. We could shorten this to 29 turns if we can get the NE there, at the cost of some artist pollution (28% chance).

Chak is still our best bet for a good EP city with SY already there. More importantly the academy is a big deal. It's fine, Chaco can become our Wall St city to pay for our future (massive :)) empire.

Actually its just 150% of the normal speed thresholds (not exponentially so!)
I.e. 150, 300, 450, 600 etc. - see GPP Points explained

I agree keep running 2 Sci for max GPP and we're happy with next GP as Gsci or Gspy. We must build CH (before other buildings as per variant rules) as soon as CoL is in and run spy + 2 sci then.

One thing to consider is building Paya somewhere as we have gold and it will allow us to skip all the relig techs w/o losing the civic access. (OR + Theol is 1388 :science: vs ~330 raw :hammers: for Paya) Its also good for border cultural battles.

Will post thoughts re the plan once I've looked at the save more
 
The reason we are hurting for cash is Chak is not working any of the 2 water tiles. I think it would be better to skip the sword+rax or at the very least not build anymore military here and go max + using the extra food to spam workers for all our jungle cities.

In case you haven't noticed, we currently don't have enough military for even 1 unit/city ATM. I don't know about you, but I'm not ready to trust "doesn't declare at pleased" as far as I could throw Boudi. I've had her at pleased (same rel, OB, trade, etc) only to watch her drop to neutral for some unknown reason and declare the next turn. Also, what is the point of settling the blocking city if we're not going to make a serious attempt to keep her from taking that barb city? Her GWs are tailor-made for that, you know. Once Cahokia has cracked the whip (4 turns), it can regrow on all those 2:commerce: tiles and stagnate on them, then 1 turn prod> whip> regrow. I think we can manage staying on the commerce tiles 90% of the time there while still whipping out military. Also, there's no point in trading for HR if we're not going to produce military police. I don't think PP is going to cut it alone.

Lets get mound up and running ASAP so it can produce non stop military.

OK, just tell us how. :lol: Growing on farms will be very slow, so any :hammers: from that city are in our distant future.

We have 4 workers for 6 cities with more cities on the way!!
We should aim for at least 10-12 immediately.

Not really true. PP and Cahokia have all the improvements they need ATM at the happy cap. 1 worker can keep Chaco supplied with cottages as it grows. Mound will grow so slowly that 1 (or at most 2) workers can keep ahead of its growth building farms. Mesa will grow on the clam as soon as it's border pops, but it will have a mine to work until then (grainery after the pole). Snake needs a road and a pastured cow, but with no other food bonus and no fresh water for farms it will grow very slowly as well (and it can't even work the cow until after the border pops). I think we really only need 2 more workers to keep our cities working all improved tiles in the short term, and one of them will be out in 4 turns. PP is well suited to a worker/military whip cycle, and should be able to supply all we need fairly soon. If we had 6-8 more workers immediately, they wouldn't have much to do other than building roads. There's no reason to be shocked about our shortage of workers/military - it was the unavoidable result of going for those 2 blocking cities. We should not just drop all military production in a rush to get workers that we won't be able to use efficiently, IMO.

Lets found gold city ASAP as it will be a net positive.

I'm not so sure it will be positive. Once you get past 4 cities maintenance starts to skyrocket. We won't be able to work that gold and grow the city in the short term. And to build the settler we'll have to neglect workers or military somewhere. We can't do everything at once.

One thing to consider is building Paya somewhere as we have gold and it will allow us to skip all the relig techs w/o losing the civic access. (OR + Theol is 1388 vs ~330 raw for Paya) Its also good for border cultural battles.

There's the small matter of needing aesthetics, finding 330:hammers: (especially somewhere other than Cahokia), and competing with an industrious civ (Louis) who prioritizes the aesthetics path. :lol: If we're going PH> CoL next, I doubt we'll have much of a chance at it, but we'll see.

Actually its just 150% of the normal speed thresholds (not exponentially so!)
I.e. 150, 300, 450, 600 etc. - see GPP Points explained

Well, that's a relief. :lol:

I agree keep running 2 Sci for max GPP and we're happy with next GP as Gsci or Gspy. We must build CH (before other buildings as per variant rules) as soon as CoL is in and run spy + 2 sci then.

Agreed, except for the part about running 2 sci + 1 spy once the CH is in. I think we need to just run the spy to guarantee a GSpy (EDIT:60 turns, or 40 with pacifism). Otherwise there's not much point in playing this variant. We're already miles behind where we should be in EP to be effective. If we run the scientists we'll only have a 45% chance of getting a spy.
 
Some thoughts / comments from the save

EDIT: Some of this is a cross post with Heurf above.

Cities
Cahokia
I see the dilemma Heurf had -this is our only decent :hammers: city atm.
I think we should use this as we can but still think we must focus this city on :commerce: since it has lib+academy.

BTW we can micro Cahokia are per the pic below to get currency in 2 turns @90%
Spoiler :
spybullinputchak20000.jpg


Since we are due Monarchy soon can't build workers only here as we need to grow so I recommend workers when at happy cap and otherwise monastery, market, military as builds to grow on (in that order) (getting CG archers from here / other cities to grow :) cap)
If we work the water tiles for food+commerce we can quickly grow back into the mines

Worth taking a late run at the GLH here? All our cities are coastal bar 2 so would help a lot

PP
I guess this needs to be the worker/settler pump for now. Lets keep whipping this sucker. Regrow on galley next I think

Mound
Most important site for worker right now as we all agree this is our best :hammers: city
Lets build 3-4 farms ASAP to grow into the mines.
I suggest stopping the current worker "irrigate" and changing to road so other workers can help (we need to connect the cities anyway). Also next arriving worker to road 1 SE also ready for mass worker farming

Builds: I think for 4 turns more the pole might be worth it - we need culture + the promos for archers make sense in our main military city. Gonna be a while till we grow anyway delaying gran ok
So Pole->gran-> barracks-> military

Chaco
Lets cottage every riverside tile starting with the 1 that has no jungle on it (before jungle grows:cry:)
We can micro this to get benefit from the granary - we do not want to grow before the gran is complete. Switch the rice to the mine.
Will need CG here soon - we can move the dog from mesa V for that

Mesa V
I assume 1 of the workers on the plains hill is going to chop @ Snaketown
Make sure we work the 2F1H forest tile after the plains hill is chopped. We should micro this to have ~46 :hammers: when we grow to size 2 for immediate granary whip

Snake
Chop the pole, chop into gran then improve cow - completion timed with border pop

Make sure we have traded for Math before completing any more chops

Trades
EDIT: I see apparently Bod has Monarchy - how do we know this?
Ideally wait until we are 1 turn from completing PH before the first round of trades
Lets aim to for: Curr for Math + Poly from Louis
Then next turn Curr for Mon from Joao
Then turn after that Mon -> Bod for small gold amount in order to boost diplo (its useless to her as she will stay in US from Mids anyway)

Once we have currency we should sell extra fish + clam + rice for gpt as we will get clam and rice in due course from new cities

Other

Thoughts on dotmap for N peninsula?
I'm inclined to raze the barb city as it makes it awkward to work all the good tiles with other cities. That way we also don't take on extra maintenance till we want to.
Lets get some settlers out and in position over the coming turn sets to avoid Bod settling behind us with a galley
Here is my suggested dotmap, just a starting point as I'm sure it can be improved. It does ensure each city has 1+ food resources (grass cows go to blue and brown)
Spoiler :
spybullinputndotmap0000.jpg


Blue is a decent :hammers: city, orange has a lot of food, brown also decent :hammers: and green could have 5 cottages + spice.

Order prob blue -> orange -> brown -> green to keep Bod away

All new cities are connected to the trade network before founding since they are coastal so that's good
 
Not really true. PP and Cahokia have all the improvements they need ATM at the happy cap. 1 worker can keep Chaco supplied with cottages as it grows. Mound will grow so slowly that 1 (or at most 2) workers can keep ahead of its growth building farms. Mesa will grow on the clam as soon as it's border pops, but it will have a mine to work until then (grainery after the pole). Snake needs a road and a pastured cow, but with no other food bonus and no fresh water for farms it will grow very slowly as well (and it can't even work the cow until after the border pops). I think we really only need 2 more workers to keep our cities working all improved tiles in the short term, and one of them will be out in 4 turns. PP is well suited to a worker/military whip cycle, and should be able to supply all we need fairly soon. If we had 6-8 more workers immediately, they wouldn't have much to do other than building roads. There's no reason to be shocked about our shortage of workers/military - it was the unavoidable result of going for those 2 blocking cities. We should not just drop all military production in a rush to get workers that we won't be able to use efficiently, IMO.
Good points - have not done the calcs but as long as we keep ahead of the city growth with improvements we should not overproduce workers.
e.g. Cahokia will have happy cap up by 1 as soon as HR is in

Agreed, except for the part about running 2 sci + 1 spy once the CH is in. I think we need to just run the spy to guarantee a GSpy (EDIT:60 turns, or 40 with pacifism). Otherwise there's not much point in playing this variant. We're already miles behind where we should be in EP to be effective. If we run the scientists we'll only have a 45% chance of getting a spy.
Fair enough - hopefully we can get GSpy #2 this way and then run max GPP and take whatever the RNG gives us!
 
BTW we can micro Cahokia are per the pic below to get currency in 2 turns @90%

That looks good. We really do need to get some swords out sometime. It's perfectly set up for a whip which will pop 2 out very quickly, and we can grow back on all the good commerce tiles.

Worth taking a late run at the GLH here? All our cities are coastal bar 2 so would help a lot

So much for your plan to work the commerce tiles. :lol: Seriously, you keep proposing incompatible alternatives. I don't think we have any chance at this, and we have way to many other things to do. If we had 5 forest we could chop into it, then maybe it would make sense. But we don't.

PP
I guess this needs to be the worker/settler pump for now. Lets keep whipping this sucker. Regrow on galley next I think

A galley?:rolleyes: What for?

Mound
Most important site for worker right now as we all agree this is our best city
Lets build 3-4 farms ASAP to grow into the mines.
I suggest stopping the current worker "irrigate" and changing to road so other workers can help (we need to connect the cities anyway). Also next arriving worker to road 1 SE also ready for mass worker farming

Current worker is farming - why do you want to stop him? That city's going to grow onto a jungle tile if we don't let him keep going. Sure, when he's done he can road the tile. And why exactly do we need "mass worker farming" in a really slow growing pop1 city? :confused: Seems like a real waste of worker turns to me.

Chaco

We can micro this to get benefit from the granary - we do not want to grow before the gran is complete. Switch the rice to the mine.

Sorry, but that ship has sailed. The optimum time to complete the grainery is just before it's half full, not when it's almost full. Better to let it grow and complete afterwards. It's growing so fast that you can take it off the queue for a turn or 2 once it goes to next pop, and put it back on just before it reaches halfway.

Mesa V
I assume 1 of the workers on the plains hill is going to chop @ Snaketown
Make sure we work the 2F1H forest tile after the plains hill is chopped. We should micro this to have ~46 when we grow to size 2 for immediate granary whip

My plan was both workers chop, then 1 remains to mine and road the hill, the other goes to Snake and chops forest tile S of city, then roads back. But you could have 1 chop and the other head to Snake.

EDIT: I see apparently Bod has Monarchy - how do we know this?

She, Louis, and Joao all have feudalism in the "can research" column, which has monarchy as a prereq.
 
That looks good. We really do need to get some swords out sometime. It's perfectly set up for a whip which will pop 2 out very quickly, and we can grow back on all the good commerce tiles.

Looks good also, can go worker(1t) 2pop whip into rax(1t) max growth, then go sword whips


So much for your plan to work the commerce tiles. :lol: Seriously, you keep proposing incompatible alternatives. I don't think we have any chance at this, and we have way to many other things to do. If we had 5 forest we could chop into it, then maybe it would make sense. But we don't.

Plus that would throw a GM in the GPP which we don't need.

PP
I guess this needs to be the worker/settler pump for now. Lets keep whipping this sucker. Regrow on galley next I think

A galley? What for?

regrow with the lh, and then rax until max growth. workers/settlers


Sorry, but that ship has sailed. The optimum time to complete the grainery is just before it's half full, not when it's almost full. Better to let it grow and complete afterwards. It's growing so fast that you can take it off the queue for a turn or 2 once it goes to next pop, and put it back on just before it reaches halfway.

So switch to a library until pop4 is half then back to whip granary?


My plan was both workers chop, then 1 remains to mine and road the hill, the other goes to Snake and chops forest tile S of city, then roads back. But you could have 1 chop and the other head to Snake.

that would get the pole out faster in Mesa, and a faster pole in Snake.
 
So much for your plan to work the commerce tiles. :lol: Seriously, you keep proposing incompatible alternatives. I don't think we have any chance at this, and we have way to many other things to do. If we had 5 forest we could chop into it, then maybe it would make sense. But we don't.

With respect I am not "proposing incompatible alternatives" All my detailed comments related to optimizing our current path -apologies if its not totally clear but the GLH idea was naturally a different path that if we pursued would change plans in our empire

A galley?:rolleyes: What for?

Lets try and stay constructive - archer for CG :) could be good too but what about barb galleys (and later the need to reach island city down south?)

Current worker is farming - why do you want to stop him? That city's going to grow onto a jungle tile if we don't let him keep going. Sure, when he's done he can road the tile. And why exactly do we need "mass worker farming" in a really slow growing pop1 city? :confused: Seems like a real waste of worker turns to me.
Actually your way wastes worker turns since no other worker can go to the farm to speed it up without wasting a movement turn. Since we need to connect our cities via road anyway if we road first then another worker can move onto the jungle and help chop/farm...

Sorry, but that ship has sailed. The optimum time to complete the grainery is just before it's half full, not when it's almost full. Better to let it grow and complete afterwards. It's growing so fast that you can take it off the queue for a turn or 2 once it goes to next pop, and put it back on just before it reaches halfway.
Yeah I just remembered how the granary mechanics work - i.e. only store food overflow every turn not all at once. Lets delay it as you suggest since we can partial build lib till then


She, Louis, and Joao all have feudalism in the "can research" column, which has monarchy as a prereq.
Of course - got it
Lets gift her currency then

EDIT: Remembered how granary mechanics work
 
Lets try and stay constructive - archer for CG :) could be good too but what about barb galleys (and later the need to reach island city down south?)

I AM trying to be constructive. :) The most effective way to deal with barb galleys before triremes are available is fogbusting. A warrior/scout 1SE of the gold near our capital and 1S3SW of the capital should keep us safe. Even if galleys spawn around the island to our south I don't think they'll be able to get around that point SE of the capital - they're too stupid to figure it out (I've seen this many times), We're in no danger in the W - Pacal has cities along that coast which effectively fogbust for us. I agree that barb galleys could be a problem, but galleys are a terrible way of dealing with them - I lose them at least half the time, even when defending on coast. If we actually got some swords up near that barb city they could fogbust the coast there as well. We will need a galley at some point, but is this really the most important thing to be building in PP right now? We can certainly whip one out if a barb shows up, and it won't help us at all on the E coast. A LH will turn the lake into a 3:food:2:commerce: tile, and give us 2 more :food: on our currently worked tiles immediately. I'd skip the galley for now, but am willing to leave it up to Cripp7.


Actually your way wastes worker turns since no other worker can go to the farm to speed it up without wasting a movement turn. Since we need to connect our cities via road anyway if we road first then another worker can move onto the jungle and help chop/farm...

What???:confused: Time to finish farm=12 turns. Time to grow to next pop point=15 turns. Farm then road = 15 turns, road then farm = 15 turns. Why is it so vitally important to you to get that farm finished faster by adding another worker? We don't need to improve tiles faster than the city can work them. That would, indeed, be wasting worker turns. Mound is never going to be a fast growing city, even if you could magically put 12 workers on every irrigable tile and convert them instantly to farms. I am genuinely confused with your comments about this city. Please tell me how you would have done it to get the city growing faster, given the constraints we have with out current corps of workers and new cities. The elephant tile was urgently needed for :) since we had to go NSR. The quickest way to hook it up was to road from the existing road to the spicy clam spot. We had 3 available workers and all of them were used - 1 built a camp while 2 roaded, and both were done on the same turn. This jungle was chopped on the phant because it was the best tile to improve, the workers were there already, and it would get us a grainery faster (9 turns from now), which will do more to speed up that city's growth than anything else we could do. 2 of the workers had to leave immediately to work on our new cities. The only other free worker was sent to the dye to build a cottage for 2 reasons: it's the best tile to improve in Chaco (gives 3:commerce:2:food: immediately), and it's the best tile to road on the way to Mound once the cottage is built. The best subsequent tile improvement for Mound is a farm, and the current tile was chosen for 3 reasons: it was an adjacent tile so only 1 turn of worker movement would be lost getting there, it was on the north side of the city which we want to remove jungle tiles from first in case of a war, and it was adjacent to the city tile so that a road connection could be established once the tile was farmed. Please tell me what you would have done differently that would have been better.


Of course - got it
Lets gift her currency then

NO! What does this accomplish? She's already at pleased. Giving her our only monopoly tech to broker with the other civs (probably some that we haven't met yet)? Seriously, what do you intend to accomplish by doing this? She only has 3 cities. She's absolutely no threat until she gets construction, unless we keep avoiding building any military for ourselves.
 
A LH will turn the lake into a 3:food:2:commerce: tile, and give us 2 more :food: on our currently worked tiles immediately. I'd skip the galley for now, but am willing to leave it up to Cripp7.
Sorry for not being clear but I'd assumed we complete the half done LH (which won't take long with whip overflow) and was referring to the build after that.
 
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