Meerk
Warlord
- Joined
- Nov 4, 2009
- Messages
- 112
I promise my next SG will not prevent DoWs![]()
I think that would be less of a problem if there weren't all those Mansas!


Still, I like the whole "take the idea to it's limit approach."

I promise my next SG will not prevent DoWs![]()
Trades went OK it seems. I just tried what I had outlined and it worked
Only possible trade I see:
Orange Mansa Paper+Music<->Machinery+Map+gold
I like this suggestion pretty well at the face of it. Then I got to thinking, 3-pop whipping will cost us 12 + 11 + 10 = 33Horice - whip aqueduct to rid of unhealth -> Theatre next, Hindu Mandir after
I like this plan.If we go Pacifism+Caste System after whipping the cities, on turn 0, we can likely generate 2 GS in no time. The first will bulb Education (we finish researching it manually) and the second will bulb Liberalism, which should secure it.
Why?IMPORTANT: for this to work, don't trade for Machinery
Seems reasonable to me, although I can't actually see the options until tonight, since I can't open the game.Freebie = ?Nationalism (the most expensive)
Hmm, how much of a chance would there be of getting a GSpy? I guess this depends on how much of the slider is filled up already, etc. Also, we maybe could improve our chances of getting a GS by getting the Lolco GS second (since the pollution would be a smaller portion of the then-larger pool).My only worry is Spy pollution in Lolco.
I think we should piss off more of them. Worst case, they all attack us, and then we have the story of being killed by a bunch of Mansas.We also need to think of something to do in the upcoming turnsets... do we choose a VC or try piss off some more Mansas? I'd certainly piss off Blue...
That's a discouraging, but probably realistic assessment. Again, doors open more if we piss off enough of them to DOW on us.Culture is boring.
Space is allowed (Apollo Program is a Team Project, not World Wonder) - could be fun with the techrate
Domination - fun but unlikely
Conquest - even more unlikely
Religious win - forget it
Diplomatic - forget it
I must say that I gotta agree, the time taken to resize the images to only show the important part is especially a plus!Terrific write-up. I really like all the end-of-turn city pictures.
Maybe a worker or 2 more but we're not outgrowing our improved tiles that much really.My overall thought is we have a lot of unimproved tiles. Do we have enough workers? (I can't load the game, as I am at work.)
True enough. Given our UB, whipping infrastructure makes production not that tasty.Also, we have not really made an explicit picture on which of our cities are focussed on production/commerce/GP. Relative to most games, I think we need fewer production cities -- those are great for world wonders and military, neither of which we really need too much of. So, I included my thoughts for which city should be which type.
Forge works with the whip so I think it's fine.Lolco: commerce/lite production city
needs workers chopping jungles. I don't want a forge here -- it's an economy city.
Granary->whip lighthouse->growFrosty: bonus-tile city.
Can grow to decent size with lighthouse.
Personally, I think it should work 14
tile instead of 2
2
. I think it should have made lighthouse instead of granary first -- it simply won't grow enough times (without a lighthouse) to make a granary worthwhile.
Whip central yes, GP farm so-so it can run 5 specialists with farms pre-bio but requires size 11 or 12(for iron).Teno: GP farm
Now that we have CS, can we get fresh water in here for farms? This is clearly whip central. Because of that, I think I would have made the sacrificial altar before the forge (I don't think thehammers get multiplied by forge, right?)
What I would do with this city: stop chopping forests. All of them except the silk. Build Forest Preserves and National Park. This gives 8 free specialists, a pig and a deer for even more. I would also not improve the grass tiles, not road them and hope for forest spreads. If we're lucky we can get another 5 forests here = 13 free specialists!Pig Farm: Cottage city
We should be chopping forests like mad, putting in cottages. I'd rather let it grow before going full cottages. For now, it needs to whip to catch up on buildings so 1 cottage is fine so that it pays for itself.
Go ahead and remove the old markers/add new ones.If people agree to the purposes of the cities, should I add notes in-game?
It's your call really, and the rest of the team's. We lose 2 grass mines and a scientist which will regrow soon. The other advantage is for culture bonus in our 2nd ring (once 3rd border pops, we get +20 cpt in 2nd ring), we might lose the rice otherwise (56/43 culture)I like this suggestion pretty well at the face of it. Then I got to thinking, 3-pop whipping will cost us 12 + 11 + 10 = 33. 7 turns of 2 :unhealth: is 14
. Should I not whip, then? I honestly don't know.
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Why?![]()
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Great Scientist:
Writing
Mathematics
[B]Scientific Method
Physics[/B]
Education
[B]Printing Press[/B]
Fiber Optics
Computers
Laser (BTS)
The Wheel
Alphabet (BTS)
Philosophy
Chemistry
Fission
Fusion
[B]Optics[/B]
Paper
[B]Astronomy[/B]
Biology
Electricity
Flight
Genetics
Compass
Satellites
Aesthetics (BTS)
Sailing
Alphabet (Vanilla & Warlords)
Calendar
Medicine
Ecology
Advanced Flight (BTS)
Iron Working
Metal Casting
[B]Engineering[/B]
Steam Power
[B]Liberalism[/B]
Agriculture
Masonry
Bronze Working
[B]Machinery[/B]
Gunpowder
Refrigeration
Superconductors (BTS)
Rocketry
Fishing
Combustion
Plastics
Composites
Stealth (BTS)
Mining
Military Science (BTS)
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
Cow misser = 0 pollutionHmm, how much of a chance would there be of getting a GSpy? I guess this depends on how much of the slider is filled up already, etc. Also, we maybe could improve our chances of getting a GS by getting the Lolco GS second (since the pollution would be a smaller portion of the then-larger pool).
Problem is only Orange and peach border us, so the likeliness of a DoW is reduced for the others. I would still like to stay in the tech trade circle with 2~3 of them though.I think we should piss off more of them. Worst case, they all attack us, and then we have the story of being killed by a bunch of Mansas.![]()
I knowThat's a discouraging, but probably realistic assessment. Again, doors open more if we piss off enough of them to DOW on us.
What I would do with this city: stop chopping forests. All of them except the silk. Build Forest Preserves and National Park. This gives 8 free specialists, a pig and a deer for even more. I would also not improve the grass tiles, not road them and hope for forest spreads. If we're lucky we can get another 5 forests here = 13 free specialists!
Don't forget as well that I agreed to open borders with Red. I didn't see any comments on whether we wanted to allow his religion to spread to us. Unless it benefits us directly, I would be hesitant to allow it because it is such a huge benefit to Red by increasing his shrine income. I did see some good trade routes were made with Red but you may want to close borders again before switching back out of theocracy. Or maybe this isn't even that important? IDK...
Oh, duh. Of course. Thanks.Machinery opens Printing Press, Optics, Astronomy and a bunch of other bulbs before Lib.
Problem is only Orange and peach border us, so the likeliness of a DoW is reduced for the others. I would still like to stay in the tech trade circle with 2~3 of them though.