Turn Discussion

That looks really good to me, I'm actually for a worker in Continuum and cheap warrior spam (Quatron and Resonance for the promos) when I think of it, that makes much more sense.

Still hoping we can get some horses/get a few of our UU out at some point. With stables we have at least flanking II and another promo, possibly more with great generals, those upgrade into such beastly cavalry. But as long as no one is teching really fast towards knights (and none of us really are) that will probably fall into line.
 
I just logged in to get the Diplomacy screen shot. I was prompted to queue up Quatron and Resonance. As we don't have access to Iron I had to choose Catapults. Please remember to change it.

Here's the Diplo Advisor screens for the last few turns. Turn 94 would have been great but based on these figures I'd bet it was a trade with Merlot. Looks about right?

Your thoughts?

Turn 92
Spoiler :
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Turn 93
Spoiler :
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Turn 94
Spoiler :
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That is very strong evidence for a CDZ-Maverick deal. Maybe CDZ or another ETTT member has an explanation, but it is pretty clear that's where the money came from. I think the M&M researched machinery by themselves though, the time frame makes sense. I know somebody asked somewhere- the "wants" column indicates techs we have that they have access to, the "can research" column are techs neither of us have and they can research- that's why construction moved columns when we researched it.

We may need to do some intricate diplomacy to avoid having both Mavericks and CDZ as enemies. I'm fairly sure tech brokering is off (can someone confirm this?), so all CDZ can offer by switching sides is machinery- which they may or may not have done.
 
Continuum: Research --> Worker after Music
Quatron: Warrior (1) --> Warrior
Singularity: Granary (28) --> ? (whip granary when able)

Workers: One is mining the iron and putting a turn's worth of road into it. The other is roading the wheat and will improve the nearby one next.

Quatronian-CDZ petal

Resonance: Archer (1) --> Archer
Asymptote: Granary (18) --> ? (whip granary when able?)
Cygmus: Granary (26) --> ? (whip granary when able)
Pulsar Plateau: Granary (50) --> ? (whip granary when able)

Worker: Improving/Connecting the bananas.


Archer was chosen in Resonance when I logged in- it seems a good idea to get a couple in our petal cities. How many do we want before moving to warriors? Do we even want any archers?

Also I wasn't sure where to move the boats. We still have over a day to do so, so let me know what the plan is regarding our navy.
 
We may need to do some intricate diplomacy to avoid having both Mavericks and CDZ as enemies. I'm fairly sure tech brokering is off (can someone confirm this?), so all CDZ can offer by switching sides is machinery- which they may or may not have done.

No, it's not off. We should have had tech trading off entirely but in all fairness leaving tech brokering ON is ok.

This seems like very strong evidence CDZ is dealing with Mavericks or MERLOT - I wouldn't conclude it has to be Mavericks given that MERLOT seem to have spent a lot of gold and maybe traded construction. But it doesn't seem to be coming from the ETTT

Also I wasn't sure where to move the boats. We still have over a day to do so, so let me know what the plan is regarding our navy.

Are we still limited by the MERLOT war deal? Or did we make peace and I forgot, but otherwise has to be the first half of the turn timer

I'd switch to warriors in Resonance soon; we'll be upgrading them to maces I think. Maybe one more garrison archer is alright. Catapults couldn't be bad, might be better for Quatron or something after a couple of warriors, and we'll also have to work on a couple more ships eventually (I'd like to build a couple of galleys before they are obsoleted by Astro and we can upgrade them to galleons then)
 
Looks good, though one city might have to build research next turn as we lower the slider. I believe the galley is going to Quatron where it can pick up units when they are ready. As for the caravel, move it a bit up the channel towards Mavericks so we can keep an eye on their boats I guess.

EDIT: Forgot we still need to pick up that warrior. Once we sort out the CDZ issue, we'll want to declare war (the NAP has run out), but we can't leave our scout stranded.
 
No, they need guilds.
For which Feudalism is a Prerequisite

That is very strong evidence for a CDZ-Maverick deal.
No matter which way you slice it there appears to be trading outside of the ETTT. As far as I remember the ETTT only covers tech trading outside the members as being a no no.

The only other explanation for getting large sums of gold would be if someone finished a wonder build that they themselves were building. That does not happen half way thru a turn though...
 
That still doesn't justify them getting gold from outside the ETTT without informing the rest of the alliance.
I doubt it would be coming from the Mavericks, but Merlot would be reasonable.

From now on, every time anyone logs in, they should post gold and tech amounts for each team, that way we can figure out trades that happen, and we can separate tech deals from finishing research on a technology.
Come to think of it, making it a thread of it's own would be a good idea.
 
I'm certain Mavericks would have offered CDZ a deal similar to the one they offered us by the way, a covert military deal. Dunno how MERLOT is involved (but Mavericks and MERLOT have clearly allied, they traded Construction and Machinery to each other) but I wouldn't rule out that they are in on it.
 
I switched to an archer in Resonance so we don't loose any overflow hammers. We can switch to warriors next turn there and spam 1 per turn for a bit.

When we get Feudalism that archer will upgrade to a much-needed longbow.
 
The biggest question for next turn is what to build in Asymptote- granary has been whipped. Also, where do we want to store our upgrading warriors when we build them?

Home Island

Continuum: Research --> Worker after Music
Quatron: Warrior (1) --> Warrior
Singularity: Granary (27) --> ? (whip granary when able)

Workers: One is mining the iron The other finished roading the wheat and will improve the nearby one next.

Quatronian-CDZ petal

Resonance: Archer (1) --> Warrior
Asymptote: Granary (1) --> ?
Cygmus: Granary (25) --> ? (whip granary when able)
Pulsar Plateau: Granary (49) --> ? (whip granary when able)

Worker: Improving the bananas.
 
Lighthouse makes sense for Asymptote, unless we think we are desperate for more military. But it gives us at least +2 :food: and probably more as we'll be working more water tiles - I don't think a library is worth it yet and we can't afford Moai right now even if we wanted it there.

I would have the worker road the iron, before mining it. The goal is not to hook up iron yet so we can still build warriors a bit longer, but not having it mined yet does the same and won't waste a worker turn later. (We won't be working the iron tile in Singularity till like pop 4.) I'd road the iron, then plantation the spices below while the other worker farms wheat, and then it'll probably be about time to hook up iron. The plantation should also bring in a forest chop which should basically finish the granary, which is good because we don't want to whip Singularity off of working a wheat/plantation that early

We need to make absolutely sure we hit Music, a good 10 beaker overflow would really be nice to be safe. We've double-checked for sure nobody else has it yet right?

Otherwise looking very solid, you're doing fine playing the turns of course, and diplomacy we're hashing out is a team thing here.
 
I'd rather get the iron ASAP- we'll get enough cheap warriors and an emergency could crop up with the uncertain diplomatic situation. They're pretty expensive to upgrade too. When should we switch to theology? We're no longer building buildings on our island, and we could use some city raider 2 maces (also put some on the road to amphibious).
 
To be clear I'm okay in the end with just straight hooking up iron soon now too, we probably get 4 or more warriors out before that anyway and we wouldn't need too many more, and just switching to building real units is also okay. What was off on the micro side of things I think was the idea to mine it, but NOT road it and come back and road it later.

The switch to theocracy is actually a really good question. Thanks for thinking of that, I'm not sure. It would tie in wonderfully with a golden age when I look at it that way, otherwise a turn of anarchy is hard to find a place for right now. And we'll still have some cities getting granaries etc... but you're very right that would be worth it on the military side of things, also especially helpful for ships, and also guarantees we get Buddhism autospread rather than another religion sneaking into a city.

Now that I think about it one benefit of bulbing Divine Right, if that would work, is building the Spiral Minaret but that seems too far out to be worth it right now, so we'll still have to make a tough decision on the Artist, from a domestic and diplomatic perspective.
 
Lets spam more warriors before hooking up the iron!

Our production isn't the greatest right now so spending gold to upgrade warriors is a great way to compensate. Hooking up iron prematurely will actually slow down our unit production.

I like Earthling's plan to road first and then hook up the spices. We just need to be mindful of worker actions so we don't accidently finish the mine until we are ready to do massive upgrades.

And I agree a lighthouse in Asmyptote is the next logical build there. Quatron and Resonance- continue to spam warriors! :D

If possible we should hold off on the golden age and theology switch for a bit. Barracks + Theology will give us strong units right out of the gate. So it would be nice to finish the basic building whips in our newer cities with the organized religion bonus. Right now we are in the calm before the storm- this is the perfect time to lay a proper foundation. We should wait to trigger the golden age for when the stuff really hits the fan.

EDIT: I logged in to check the game and did a small micro change- Pulsar Plateau is now working the lake and generating enough research for us to finish Music at the end of this turn. :)
 
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