Turn Discussion

The point was to trade the settler before we build the city, so they can build elsewhere. Looking again at the map, I agree north is the better long-term option, but, as Earthling said, we just don't have the workers/workboats to make it viable yet. I am fairly confident CDZ will take the settler to avoid having Spamville, their first city on the mainland, rendered basically useless. If not, then, well, we get to make one of their cities worthless.

Of course the northern city is also a viable option, and if you as turn player make the decision to go that way then I can certainly live with that. (Though I reserve the right to say "I told you so" if CDZ won't trade.)
 
Anyone else want to comment? It seems like most people are in favor of sending our settler to spamville. So I will do that in a few hours if I don't hear from anyone else.
 
The problem is, the northern spot is pretty much going to make us have to found another city somewhere on this peninsula next. I don't think it's viable to just found the northern spot and let it be - that won't really box in anything enough, doesn't lead us with something specific to trade, and we're left with a city that will take a while to develop. I didn't particularly want to do that (found two cities overseas in a row from where we are now), I felt we'd been putting off Singularity and development elsewhere for too long but if we went northern I think we need another city or at least a "settler on the way" to negotiate with CDZ.

I'm ok if we decide the way you've suggested or another way cav_scout, but I don't know what the rest of the team is thinking either. I wasn't under the impression a lot of people were really for going for 2 or more cities still going after land we're conflicting with CDZ. And again I agree our poll ultimately ended up confusing. Every city we have so far, I want to keep, and I don't know what else we'd trade, and would rather be flexible and able to settle elsewhere.

I suppose it is an option, if we're ready or willing to do so, that we actually offer a trade right now or in a turn or two, which means the current settler is just traded away. But again no guarantees it would be accepted, but that would certainly clear things up (and in whatever agreement we make we'd have a pretty good idea of where we could/should settle next then)

Oh, and if you already moved, which is quite possible, I didn't really check yet, again I'm not really going to be upset either way, this has been an ongoing decision process for a while and I know all the Q have their own thoughts on what is best for us to all move forward, we'll get things worked out no matter what.
 
Moved the settler towards the spamville spot. And yes, now is definitely the time to send our first message where we talk about how we want to divide up the peninsula and how ereh rO is in our sphere of influence and should be traded to us. I think someone had a good first draft going somewhere... time to dust it off and finalize it!
 
I agree with sending a diplo offer, Charlemagne just posted an overall really good message that's updated to everything we've discussed - so anyone who wants to check out revisions or any suggestions is fine as well. I'd be happy getting a consensus and sending it rather soon.

Regarding latest turns played - thanks for all the screenshots again. What I continue to be impressed/curious about is how in the world MERLOT has managed to get such a high population - not just in their capital but apparently a large number of total cities as well. I think we have a very clear idea what Mavericks are doing though but we don't know all so much about MERLOT.

The worker at Continuum I would hope gets to that wheat next - unless if there is another plan, we haven't really discussed it, we could go for the iron I guess if we're not settling Singularity quite yet. Likewise I think we had some solid discussion earlier about Quatron but I'd just ask fellow Q to be aware of any plans and if you had different ideas to speak up. (Currently we're finishing the forge, finish the trireme and a worker in whatever order/micro is going to work out best, and looking for suggestions after that I think)
 
I have the worker near Continuum roading on the grass hill SE of Continuum to create a route to speed the settler to Singularity. This road will also reduce galley moves during troop shuttling. And there will be still be enough time to have the first wheat farm ready.
 
Yeah, that's all right, I was mostly just wondering if we didn't have some new plan to go get the iron faster or something.

Mavericks' settler is interesting, they are settling quite heavily in jungle without immediate resources and specifically settling towards us rather than Sirius I guess, don't really know what to make of that out there. Of course we note this spot would steal/put pressure on northern clams, making it hard for us to settle there (but on the flip side, it'll be like another free Maverick city to conquer with maces. And I'd love it when we have galleons/caravels able to run rampant at sea, nothing they can do about it)

We should definitely check up on all foreign intel stats we can get as well - number of cities, demographics etc... (I'll post if I check on that later)

A micro question: Can either Resonance or Quatron grow in two turns by changing to another food tile? it'd be worth it in either case to move off of a hill to a tile with one more food if that speeds up growth. The Resonance worker I think might be able to do one more mine and then bananas for Pulsar. Also, if we are going to build an archer after the barracks anytime soon, I might put one turn of hammers into the archer now, that way it's whippable right away without any losses if something comes up and we need another military defender. I was thinking Quatron is probably on to finish the trireme, then I'd do a 2-pop whip (so we get a lot of overflow and fewer unimproved tiles worked) on something next - I'm still thinking a worker. Though, we could just whip first too right after the forge (regrow from 4 to 5 then in like a turn)
 
CDZ's research of Aesthetics is troubling. Do you think we can beat them to music if we're behind by two turns? We might want to think about altering our plan if they get a culture bomb.
 
I think we could beat them, and it's not even 2 turns but more like one and a half as we'll have overflow.

However this isn't an ideal situation at all, I really would have hoped the better answer would have been Sirius or someone else researching Music if it wasn't us.

Actually, I forget what everyone is researching anyway, but I might send Sirius a suggestion they go Literature => Music or something anyway. We know Sirius has far and away the highest GNP, then there would be no threat from CDZ.

I think Sirius might have thought they were after Astro otherwise, so maybe we'd have to volunteer ourselves for that. But it would be Innocent and straightforward enough in every other respect - just suggest we segue into Astro and that opens up Sirius to have a free shot at those techs (and from Sirius' perspective, I don't how they can complain about getting a free GP plus getting Literature as well, and we'll promise to do our best to speed up Astro too)
 
If we focused our economy on heading for that goal (Music) then I think we would kill it. We're second in terms of GDP on the stats page and we're fairly certain that it's Sirius that is ahead of us.
We would have to switch over to a beaker economy now though. We have Alpha don't we?

Heading thru drama is the only problem though. That's a significant disadvantage. Is the risk worth the reward? Probably not. We should give CDZ a scare though. Make them switch over their economy if the GA is what they really want...

In the meantime we should concentrate on the military build so we can walk across the continent or use the troops to prevent flipping if need be.

IF CDZ are going for the GA where do we think they would use it?
 
About the Artist - it wouldn't really threaten flipping anywhere but Pulsar, if they used it on either side of Pulsar. Spamville would just be a nuisance. I do think we could beat them as well but I'd rather have some work out where that race isn't necessary (so again I propose we talk to Sirius, they could pick this up at any time, I think all we might have to do is just commit to Astro in turn. We might not even need to tell Sirius CDZ also was heading towards Music, just say we were after Astro to handle the Mavs or something :p)

And, I did/checked on two things logged into the game:

First, checked on diplo and demographic screens - every single team appears to have 5 total cities. MERLOT obviously has the highest pop as we've seen on F9, they have the largest capital. Otherwise nothing new founded - but we know Mavs, for instance, are about to found another city. But no major surprises anybody has been up to, and of course we have all demographics each turn in the played turns thread.

The other thing was what I mentioned in another post - turns out both of our cities could grow faster if we wanted. Now, I know of course it's not usually encouraged for a non-turnplayer to adjust anything, but we haven't ended turn and the turn rollover is coming up. If there is disagreement then of course keep things the way they are or change to whatever tiles are felt best, I encourage anyone to check if they want. I don't see the downsides though, the cities each shave a turn off growth which means a free turn on another tile (Quatron in particular goes from 3:hammers: to 2:hammers: 1:food: which are virtually identical and could even switch back again next turn. Resonance loses a commerce and one f/h worth of yield and a couple OR hammers too which makes it closer in total f/h numbers but I would conclude it is made up for it overall - I think it's 7:food:, 7:hammers: 1 :commerce: vs. 3:food:, 11:hammers:, 3:commerce:.) with no cutoffs missed otherwise (forge still finishes, for instance) Again, I was just guessing these were the auto-assigned tiles but if there was specific desire to do otherwise sorry for changing things - we have a dozen hours if anyone must want to change back. It's just getting a turn faster of growth is all.

Here are the screenshots.

Spoiler :
rseb7k.jpg


Spoiler :
2uidk75.jpg
 
Both of those screenies are Resonance...

Just thoughts, considering that we're about to finish Optics we should signal that to the ETTT and ascertain what everyone is doing / planning on doing so as we know what we should do next ;-)
 
That sounds fine to me. We may want to revise our turnplayer rules a bit, as we'll see something like this happening more with the turnplayer missing small micro things due to the amount they have to do becoming more and more each turn. Something like a secondary turnplayer who can change things but isn't the principle turnplayer. (Sadly this can not be me at present.)

I like having Sirius tech music. We don't have to risk anything, and we don't get culture bombed. Also, while it would be great fun to culture bomb, it would surely harm our relations with CDZ.
 
Both of those screenies are Resonance...

Just thoughts, considering that we're about to finish Optics we should signal that to the ETTT and ascertain what everyone is doing / planning on doing so as we know what we should do next ;-)

Yeah, fixed that, sorry about view obstruction in the Quatron one - still can be directly compared to the turnlog screens though. And I did mention it earlier, it's fine by me with our regular turnplayer plans anyway and I would say he's still doing a fine job, that's not a concern - just a tile assignment change. On a related note though I would ask the suggestion we switch off the barracks into one turn of a unit (for whipping) be thought about, but we could do that any turn in the next few turns.

For the second part - I think that's fine too, but I'd rather be making a little bit more a push in the research direction if we possibly can.

The last thing we want is an argument with us and CDZ also dragging in our allies - eg. CDZ says something about having to have Music and blames us for denying them or whatnot.
 
Yes, they should obviously be settling around there, because they must be trying to get the clams (there are no other significant resources worth settling for around those parts).

I think we can conquer it later, but it is an interesting coincidence they've just done this - would make it harder for us to settle our "new cosmos" right now.
 
If someone can provide screenies of the newly revealed real estate, it would be much appreciated, since I can no longer log in:(. We should also be coming up with a plan beyond the next settler, we need to start building a military before the Mavericks get construction or machinery if we're lucky.
 
Our settler is ready to found in the retaliation spot. We have about 20 hours left on the clock this turn. How long do we wait to hear back from CDZ before we found? Do we let our settler hold there for a few turns? If we do found there what should we name the city?

ALSO- we spawned the Great Prophet and used him to build the Mahabodi, getting +5:gold: now in Continuum. :) We also teched Optics, hooking up the whales and upgrading our trireme to a caravel. I have Drama as our place holder tech for now.
 
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