Turn Discussion Thread

Juno goes to Rigel.

to the first question that isn't a surprise
They 've long time machines and at least 150 BC also CS.

The last turns our allies make something (imo sleep) but not research.
 
We need also more and better units to fight against Mav. With eng trebs and ...
I think we need guns. If this is right we shouldn't build units now, but improve our towns and territory.
 
Well sending Juno north as we need someone to spawnbust at the north part of the spoke. Can a Caraval do that once it's in position?

Irgy can you please relay to the Amazon our Barb troubles.
 
What kind of research stipulation do we have with the ETTA?

Pretty much just hand over whatever techs you research. They didn't seem to like the whole even beaker exchange. Frankly I've become disllusioned now on this whole tech trading.
 
But a techtrade is only rwasonable, if it's clear who research which tech. It's bad if only we research and the other wait.
 
TP
Why did you move the worker both at the same hill again? I 've lined in the game and posted here , where the worker should go.
 
Sorry thought we were going to connect the gold first.
 
Who put the spy in the build que for Arcturus?

I did some micromanaging of the city's to ensure we get Engineering next turn. We did not have enough gold to complete it.
 
I, we need at least one for mav, if we 've not enough power.

We should make a diplomatic issue, that our allies should research.
 
I think I'm going to agree with HUSch about this. Since we've started Astronomy (2000 beakers), we've received Philosophy, Music, and HBR (1650 beakers total). So we've out-researched our combined tech allies. And we are only one turn from Engineering. The ETTA has started to out-grow it's usefulness. At the very least, I think we should put minimal effort into technology for a while.

I'm also tired of negotiating Anjennida. By the time we reach an agreement with Amazon, the game or our alliance will be over. If they don't get back to us soon, I say we go ahead and settle the horse city. I don't think we give that up in any negotiation, regardless.

We should probably also send an East Indiaman to start sinking Mavericks galleys.
 
@ Alpha
Do we need engeneering this turn, that you change to coast at many towns, for trebs I think.
I 've changed in some towns, only Sir and Can (instead smith) work coast (engeneering is ready this turn); it's not so bad, some :hammers: in Sir (eastindian will be ready) and also in Can the mace.

For Sirius
We 've there another green hill to mine and 2 greens, I think 1 for cottage and the other with workshop, so we get (with guilds) 20 netto :hammers:, a good number (better than 18). I 've marked the tiles. Another idea is 2 cottages and a smith.
Next job : settler for horse city, or building market/barracks/cloister, I vote for settler.

In Canopus we work now the third water-tile. In few turns the forth. Moai costs 100 (< 2 maces) netto, is paid in <25 turns. I would like to build it now, the hill forest can hurry it (5 turns).

In Arc I 've changed greenforest to rivergreen, the different :hammers: would be nothing, because overlay 1 : 1.25 = 0.


What is our next research? I think we research for us only. The Etta should besaying what they do?
War-techs education gunpowder, or science meth
 
I want to second being tired of the ETTA as well, especially given that the Mav's have Macemen and Crossbows, clearly our tech lead is a joke. Were going to need actual strategy for this.

Husch, I didn't put in any trebuchets so I'm not sure why you asked that. I did change tile assignments because our money was about to run out (we had 6 gold and next turn would take out -54) So I wanted to ensure we would at least get Enginnering next turn. If you found a better way that's fine. :)

Also please notify when you make city changes so I don't think I screwed up something.

I agree the Ajenda negotion has taken so long that a Barb city as spawned. If we settle the Horse city should it be 1N or 1NW of the Horse? I don't want to piss them off because, especially because if they were Enemy #1 we are not ready.

We have four mace we can load on to one East Indainman, and I think we have two cats. Unless we want to wait for the mace and spy?

I vote for Guilds for next tech.
 
Trebs is the (your) reason (I thought) for research engeneering quick, You can't choose trebs in the moment (before Eng).
I would move the galleons with some units, they must both go aroud Bode

btw
What is your opinion about my signing the lending tile at Mavs
 
No Trystero was the one that put up the reasons for Engineering, I agreed with the faster Roads and Pikemen for defense against mounted units.
 
Well new turn is up, Canopus, Arcturus and Sirius all finished their builds. What should we build next?

The techs we can do:

These turns are reflecting 70% science rate

Drama 2 turns
Feudalism 5 turna
Divine Right 10 turns
Nationalism 12 Turns
Education 12 Turns
Printing Press 11 Turns

If anyone wants to play the next turn feel free. :)
 
I can play the next turn, but I admit I haven't been following the micro closely. I will take a look at the game and post some discussion later.

I think we should drop the research slider to 0% and upgrade the cats to trebs. And AlphaShard is right, I wanted Engineering for pikes since Mavs have elephants. The road movement bonus is nice too.
 
You can't upgrade cats to trebs, both can upgrade to cannons (with steel)

Drat!

New turn up:

Our maceman defeated the barb axe and is healing on the marble.

HUSch is done with the cottage in Rigel. I suggest he build a road on the FP, both to hook up the marble and allow defenders to quickly move between Rigel and the marble.

I suggest Juno move to scout the barb city next turn. If the defenses are more than an archer, I suggest we move the macemen onboard Nobody to Anjennida to deal with them for XP farming, and we then settle the horse city.

Sirius is building a settler for the horse city. I also suggest we build another for the copper/clams city on Bode to give us a port near the Mavericks home island.

On Sol, the two workers (Toch and T. Claudius) have finished roading the gold hill. I think at least one should move 1S to the green hill and build a road first and then mine. The other can build the workshop HUSch suggested.

Canopus finished the maceman and is now building Moai Statutes.

Arcturus has a lighthouse next in its queue. It still has a 3 food surplus, and no more improved tiles to work. I suggest we build a unit there instead. Another East Indianman would be a good idea.

Mariner is almost done circumnavigating the Mavericks home island. I think we need more ships to blockade Mavericks cities and pillage their seafood resources south of Bode.

I've dropped the research slider to 0%. I am deliberately not distributing Engineering this turn, as I think we should make our displeasure about the ETTA known.

Comments/Suggestions?
 
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