Turn 47

DaveShack

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The save is in, time for some more pre-play planning.

We should now have the agreed techs from KISS, I haven't looked yet. This will give visibility of iron and let us build a whole bunch of different things.

If the TNT warrior is standing on our only iron source, then we should build an archer or two to go take him out. If that hill has nothing else on it, he can twiddle his thumbs the rest of the game. They'll be paying unit support on a useless unit.

Not much more left to say before looking at the save.
 
I looked :). KISS has been true to their word. The picture below shows the two iron sources we can see. The red circle is where our next city is going, we must be good at crystal balling :D.

MIA does not have Writing, which suggests that MIA and KISS are not trading. TNT is now down Writing, Warrior Code and CB (plus subsequent techs). They are up Masonry and perhaps subsequent techs. EDIT: only MIA has Wheel. MIA and KISS have Myst. Nobody has Polytheism. There are no other techs we can see.

Our new city could start on a rax for upgrades and mountie training. We have two workers in the area, one can irrigate the wheat and mine the bg SE of Shelby while the other chops and roads the forest E-NE of Springfield, to help the rax in the new city. After that, hook up the iron and improve the bg's.

Shelby could do another worker after this one, or perhaps an archer. The worker would nicely coincide with the next settler, the archer could be useful as a reasonably good attacker. My vote is for another worker, followed by an archer. Thoughts?

We can turn the lux slider down if we move the two warriors into Springfield. We should leave the goodie hut for next turn, so that we may get a settler.
We'll need a name for the new city. Also our curragh still needs a name.


EDIT2: the barb warrior that was NW of our settler and spear must have attacked and lost, because he disappeared :).

 
They should have sent myst as well on this turn, did they? Quite handy that we have iron right there, shouldn't take long to hook up. If we have enough warriors to cover our cities we should start switching to archers and spears in the production ques. Also might be an idea at building one or two barracks for unit upgrades ect.

EDIT- I would mine the BG first, then irr. the wheat, also need to get worker biulding road to new city (i think chocolate is next on the list of names). Also while there is no iron on the hill TNT's warrior is, there could be horses, so we will need archers to dislodge him.
 
Robi D said:
They should have sent myst as well on this turn, did they?

Yes, the turn contained myst pre-accepted, as specified. :)

Also to note, this came with the save:
Mysticism is on it's way. Pleasure to do business with someone who won't turn on you.

Thanks,
Team KISS

So evidently they did have a negative experience with someone.
 
Turn 47, 1920BC.

Celts offer Mysticism and we accept. We now have IW, WC, CB and Myst.
Two of our explorers unfortunately run into barbs, let's hope we're lucky. Two warriors enter Springfield, sci can go to 100%. Next turn, Shelby will turn a scientist into a worker (kind of reverse education :) ), but we still generate enough beakers to get wheel in 2.

Do we want to switch Never to archer? Need to decide in 2 turns. We'll have another settler in 2 turns. Whereto?

Turn sent.



 
Also sent a brief message to KISS:

Hello happy Idiots!

All techs were received in good order, thank you. It was nice to trade with you, and we look forward to future deals. We hope you enjoy the enclosed gift.

zyxy,
Team Doughnut


The gift:
 
We should put the settler down the coast SW of springfield as planned escorted by a spear. It might encourage the warrior off the hill and also means that the hill will be within our borders so he can no longer heal there.
 
I still don't like the SW spot, there are no useful bonus tiles, and a city there cannot grow until we irrigate the plains. I would go east again.
We don't have a spear ready in time. And why would TNT move their warrior? A spear won't scare them.
 
Kuningas said:
What's wrong with TNT's culture? Did they do a Palace jump?

It appears that they built out a settler to jump, resettled, and swapped the names of the cities around. There was lots of discussion about that in the main forum in the renaming threads, and it's the catalyst for all those rule change proposals regarding naming.

Apparently you've identified a 2nd way to tell that it was done. Someone else noticed the F11 screen went screwy for a turn.
 
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