Turn 70-79

I think we should move the warrior NW. Though I doubt they will try anything, it's best to show them clearly that they should forget about attacking our city.

I don't really like the idea of open borders either, but the problem is we've sent a message where we accepted their offer of open borders. I suppose we could wait until they offer it since it was their proposal. But it worries me that Aloha hasn't responded and that Loco is reluctant to give any useful information.
 
I think we offered it on the assumption that we would like the response, but they haven't made one yet. If they are expecting it for free they have misunderstood.
 
I think we should start building up an axeman-force to defend against any possible threat.
 
We are over due so I played the turn. Open Borders were rejected and our troops were moved for better defence.

I'll check later but if we work a floodplain instead of the copper we can grow in 2, pop rush the barracks and have a bunch of overflow for the Axe. It would cost 2 population though, but the large jump in our power rating may make them think twice.

Loco and Aloha have open borders by the way.
 
Is that north warrior placed correctly?

About rushing, that's a good idea, we need all the power we can get to defend ourselves against (possible) war.
 
Played and sent.

This team is pretty casual and we are getting along quite well, shall we do away with a designated player and just give it to whoever finds the save first?

Picks will be posted in a few.
 
Wheelville finishes worker #3 in 2 turns and I think a settler should be up next. There are 2 tiles hidden by fog and we only have the one warrior in the city. We could bring one of the 3 northern warriors down for a bit,

Ploughland is working all floodplains now so grows next turn, we can then rush 2 pop and get a good start on the axeman. The worker has also finished the road and needs a new project. I think more cottages along the river are the best bet. We can mine those hills later when the population recovers a bit.

Sinsburg finishes warrior in 4 so maybe we can send one more exploring to the NE.

Right now we have 3 cities and 2 workers defended by 4 warriors, 2 more exploring.

Acoroding to this plan in 10 turns we will have:
4 cities and 3 workers defended by 1 axe and 4 warriors with 3 exploring.

I think that is a little light on defence so lets keep Ploughland building units.
 
Ploughland sucks for production. 1 hammer per turn? Oh, and btw, sorry guys for not being as involved as I should be here. This is the second time I've had to say that, but I'll really try to keep on it from now on. Anyways, unless there's a real threat I don't see a reason for rushing the axe. Especially at a loss of 2 pop. Just remember that each pop used is 30 hammers. It's a huge number when given the rate at which ploughland can grow. Just be sure not to over do it.


EDIT: Due to my absence from this team, I really am lost in the dark with this. Is there a way I could get a look at the save?
 
I tend to agree with Mauer. Let's not waste our population before it's neccesary.

We also need to found another city soon. Preferably a productive location.

Mauer said:
EDIT: Due to my absence from this team, I really am lost in the dark with this. Is there a way I could get a look at the save?
Yes, you can find the save in our team's gmail. Info on accessing that is in the Team Info thread. :)
 
We need to be careful on settling another city before our economy can support it. That was one of the big mistakes early in the SP demogame.

The limiting factor looks to be happy faces. Ploughland can mine all the hills and cottage most or all floodplains, and run at a very high population, if we can just get happy. Any next city needs to be aimed at grabbing luxury resources. I can't look right now, any furs or elephants in the area? Or maybe gold or silver? If not, we'll want to get to calendar fairly soon, or monarchy and run hereditary rule with lots of garrisons.

For the moment, all we need to do for military is keep relatively even with the others, unless we want to use them for happieness, in which case build the cheapest unit and plan for later upgrades when our floodplains cash starts rolling in.
 
Thanks Theo :D

EDIT: There's silk around that barb city. Incense just north of our third city..across the water, and besides that it's sugar.
 
Hey, this is just an idea here.

Wheelville- Worker finishes in 2, maybe we should consider a barracks there for our unit pump.

Ploughland- barracks finishes in 8, we could whip at 1 pop loss in 3, or we could switch to library. I mean, we are philosophical. We could farm once the copper is hooked up and change 2 citizens to scientist to max out and possible surpass in tech. It's big early on. Just an idea.
 
Ploughland isn't a great production city yet, but the floodplains will allow us to eventually work all those hills. Wheelville, on the other hand, will never be very high in production.

After the settler we can rush a library in Wheelville though because that population is as high as we want it and we can't stop its growth.
 
Copper is connected, worker starts a cottage on floodplain.
Ploughland MM'd to barracks in 6, growth in 27. We could pop rush when it gets down to 1 pop required. One of the unhappy is from being undefended.
Wheelville will finish worker next turn, and will border expand soon.
Exploring warriors keep exploring.
Loco & Aloha warriors remain in the area.
 
The new turn is here and this is our last chance to rush 2 pop and finish the barracks.

Some of you may not think that a barracks is not worth rushing but the real issue is happiness in Ploughland. Our warriors are escorting workers and another one is set to explore the north east. We can abandon one of those missions to keep 1 more pop happy, but Ploughland will quickly grow again.

All the place makes is food so I say lets rush 2 pop now, then well have time to develop those hills before happiness becomes an issue again.
 
I agree, pop rush it now.
 
950 BC played

Ploughland I rushed the barracks with 2 pop, but it will grow again in 5 turns.

Sinsburg finishes warrior in 2 so that warrior just outside town can head out exploring.

Wheelville finished worker, who is building a cottage on the plains just north of town. Settler will be built in 7 turns, but we can always rush it. Please check out the city 4 location thread.

Loco’s borders have been spotted in the south.

950bc0000hz0.th.jpg


loco0000ht7.th.jpg
 
How far away are they? (I can't get a clear version of your screenshot)
 
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