Turn 16 - 3250 BC

Donovan Zoi

The Return
Joined
Oct 22, 2002
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OK, I lied. :( I am home from lunch and just realized that the save was here so I figured I would hurry up and move it along. I will be back in 4-5 hours to update the mailing list and get the save out to everyone. :)

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OK, now that said, Wally has made an interesting discovery in the northwest. Could we have yet another canal situation?? Either that or the land dead ends there. Either way, it bodes well for an early defense strategy.
 

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Here is the big picture. Edward exposed some more grassland.
 

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Finally, we are due to discover Warrior Code next turn. I was able to drop the research rate to 50% and still be able to do so. I also bumped up our lux to 20% for our capital's growth next turn. And we are making 2 gpt.

I will be back later to continue discussion. :)
 

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Well, as far as I know we will be going for Mathematics next, and the Settler will be heading for the hill near the Ivorysite. :)

Oh, and send both Warriors straigth north.

And after the settler I feel for a warrior or javelin thrower.
 
Just something ye should note for future reference Donovan, you don't need to raise the slider until the turn that the city actually grows. If you had left it as it was, we would not have went into Civil disorder, it would only be by turn 18 that the people would revolt/whatever you want to call it. I said this a few turns ago, but ye must have ignored me ;)

I thought it would have been better if ye sent the worker to go chop the forest, so we could have got a Jav thrower quicker, but it's no biggie - I didn't mention it anyways.

I'm not sure we should go for a warrior and a Jav thrower, either 2 warriors, or 1 jav. We should aim to get our next settler out as quick as possible IMO.
 
You guys respond too quick. :p

I'm just letting you guys know that the Foreign Council exists, though the doors are currently locked. It isn't because we have not met anyone, it because I accidently left the key in my office. Does anyone know a locksmith?

We are willing to talk to anyone, heck even primative people.

Game:

Head north, please.

I am more concerned about building base than military units, though.
 
One warrior may be enough but if there are some barbarians to the west, JT would be very nice to have. Even without barracks, regular JT may promote to elite status fighting barbarians and enslaving them. To speed up growth, granary may be a good thing. However, one more settler can be produced just to secure the area on the rivers. In general single player game, granaries have little benefit unless there is +5fpt in a city. In this game, it is quite possible that we would not be able to get such city at all in the near future. It might be very unfortunate if this is true.
 
One unit should be used to explore SW. A warrior would be enough, a jav would be cool. A second unit could be used for MP duty. It is not vital though.

I suggest a quick warrior and forget about the jav.
 
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