Turn Discussion

Logged in to check the game. It looks like Mavs have horses as they have a chariot. It's 10 turns away from the new CDZ city so I will give them a heads up. Also, the Mavs have a warrior right on the channel there. So they will probably make contact with Merlot this turn. Oh well.

CDZ has finished Machinery and Amazons have finished Theology. I have requested Machinery and will switch to Optics this turn as soon as they give it to us.
 
Interesting news on the horses, Sirius seems to strongly think the Mavericks settled on their peninsula, but dunno if there would be horses there. Hopefully they haven't gone too far onto our shared peninsula but if so we'd take it back eventualy.

Optics sounds great, we're still moving ahead pretty well on that. Might not be checking back in for a day or two myself but just wanted to say everything still sounds fine, onwards!
 
Yuck.

Worker on the petal means there is almost guaranteed a city, or there will be a city.
Horses are not on the main island, so there has almost certainly been colonization.
And the warrior well have just came in to sight of the holkan this turn I believe, if not, the the next turn for sure.
 
I assume that you plan to mine the hills N of Resonance now to get the production up?
Agreed on the missionary, whilst it would be nice to let the religion spread naturally I think it would be best to get the 25% bonus and the cultural bonus sooner. Where can / should we slot it into the queues?
 
Just a note on the second Trireme; This turn we will either need to whip the forge in Quatron or switch back to the Trireme in order to assure that it's in place in 7T time when we finish Optics.

I'd whip it myself for a few reasons production bonus being the main factor.
 
Well we can still 2 pop whip the forge 4 turns from now and finish the trireme in time (7 turns). The overflow will be greater with a bigger OR bonus.

EDIT:

For this turn I plan on whipping the granary in Resonance for 1 pop unless there are objections.

And we need to decide where the middle city will go- adjacent to the jungle bananas and on the same east-west axis as the CDZ city or offset 1 tiles south next to the grassland bananas. I think the northern location is the better of the two, especially if we sqeeze a city on the CDZ coast.
 
The northern location is better, we'll get the bananas with culture. We should be prepared to send CDZ a message after founding this city, if we can agree to boundaries now then we can focus on Singularity and the Maverick peninsula.
 
Well we can still 2 pop whip the forge 4 turns from now and finish the trireme in time (7 turns). The overflow will be greater with a bigger OR bonus.
Hmmm, I guess now that you point it out it doesn't matter. We're getting the +25% for OR to build the forge and we will get the forge +25% bonus after it's finished. Do it after the growth then I guess.

For this turn I plan on whipping the granary in Resonance for 1 pop unless there are objections.
Whip it good. What's next? Library to keep the cultural pressure up? or perhaps the forge?

And we need to decide where the middle city will go- adjacent to the jungle bananas and on the same east-west axis as the CDZ city or offset 1 tiles south next to the grassland bananas. I think the northern location is the better of the two, especially if we sqeeze a city on the CDZ coast.
Go with the northern site.
 
Northern site for the middle city is fine now. (Do we have a name yet? I was okay with the Pulsar name someone mentioned earlier I think)

Mavericks does seem to have a strong presence over on their peninsula. It would be nice to scout this more and get our first city (the clams/floodplains city, Axiom or so) settled soon enough to not lose much ground to them. Not sure if Continuum wants to do one more settler or not, we always have that granary =>forge whip when we want. Or ideally, I think, would be if we got the CDZ border thing sorted out, so we don't have to settle more there yet, and then can settle Singularity => Axiom.

I'd be leaving a missionary out for now in our main build queues, though if we must have one maybe somewhere like Resonance is really better (it has buddhism right? After a granary I don't see any huge priorities there, maybe a lighthouse whip around pop 4, but we could do another quick whip there too. Again, it's a matter of opinion whether we really want the missionary for the new city against CDZ this soon, I'm ok either way.) I'd rather Continuum/Quatron stay on their set paths right now, be as productive as possible.
 
We should hook up our iron soon, we don't have any warriors planned, and we need to start preparing for war. The NAP with Mavericks expires in 17 turns, and we probably want to take away their horses at that point. We might be able to time it so our caravels are back by the time we declare war to provide protection for transports.

For Resonance I like lighthouse->archer or galley. Archer For Axiom (we might want two) or galley for additional transportation. Or maybe a barracks or cothon. The possibilities are endless, as is our capacity to whip.:D
 
Your comments about iron are spot on, I'm hoping we're settling Singularity soon enough anyway though so that goes hand in hand, we'll get the iron and the two more wheat.

After more thinking and the current turn report I really like a lighthouse in Resonance too, since the worker is probably going to be helping out Pulsar and the lighthouse gives immediate benefit, probably could do a one-pop whip fairly soon again. Though I could possibly see starting on a forge, but what I'd do in that case is regrow to 4 or maybe 5 pop before any major whipping, that also lets us whip on demand if something comes up.

Also, I was thinking another settler in Continuum might really be the trick right here, just to cover our bases. I'm hoping we don't need to waste too much more on out-settling CDZ, if we do we could use another settler for a real city (Singularity). If not, we still could get a head start on Singularity and then finish our home island solidly or get right over to the Indian side. With the forest chop coming in and bureau bonus, we've got another settler in just like 4 turns if we want, for that matter maybe just a worker is quicker, but I'd do one more of those before we do our granary/forge build.
 
We just got the chop hammers into Continuum. We can use this to finish the Settler or we could switch to a building for 1 turn to amplify the chop another 9:hammers: with the OR bonus (total 66:hammers: which is enough to complete a granary in 1 turn). What do you guys want to do?

For resonance I think barracks-> archer-> forge (whipped) is the best build order. We need a good defender for Pulsar Plateau sooner rather than later. We have already seen holkans and chariots running around. A lighthouse doesn't make sense to me. Getting +1:food: on the clams can wait and why work coastals when we have a plenty of food and bunch of grass hills next to rivers?
 
Switch to a granary! That takes time out of our production queue and allows us to whip the forge when we get there. So after the current settler its settler->worker->forge? Then we should start building military.
 
Actually I like the granary a lot too, very good idea and it's one turn off the settler which we're still deciding on what to do with anyway (retaliation city and so on). I'm still really undecided on if settler => settler or settler =>worker sounds better - if we already have a granary that will make the forge whip very easy and straightforward after that at least.

So here's a little more breakdown - if we do settler=> settler the second settler is guaranteed to get Singularity if we haven't yet, which means our worker on the island has a clear idea what to do; if it's settler => worker the first settler may be going overseas and so the worker(s) could get to iron and to more improvements at Quatron quicker. I'm thinking Quatron might build it's own worker soon enough though so perhaps settler =>settler works.

Your reasoning is actually better for Resonance I think, we might want a little more military presence and flexibility in general. I was thinking upgrading a bunch of warriors to axemen isn't a bad start though. Archers are kinda anemic, though I like the barracks, so perhaps barracks => warrior or two w/ promotion which we'll then upgrade right when we get iron. Whipping the forge probably works with that plan then, it'll be around 4 or 5 and we won't have whipped anything before I guess.
 
Archers are flexible defenders that we can upgrade to longbows soon. A fortified city garrison promoted archer will defend in Pulsar Plateau at 6.6 strength and gets 1 first strike. We already know that Mavs have chariots so if we only have one defender in a city I wouldn't want it to be an axe.

Oh and since warriors are cheap we should build at least two more to garrison our two remaining island cities. We could spam even more before we hook up the iron if we want to use cash to upgrade them to maces/ect.

One technique would be to mine the iron and put one turn on the road but then hold off on finishing it. That way we could hook up quickly for instant upgrading if necessary.
 
We can't get axes anymore, they go directly to maces if I'm not mistaken, we have CS and machinery.
 
That is right isn't it...but it's actually not all that bad again, if we still have gold for a couple of upgrades we might need.

Anyway, I definitely do favor getting some cheap warriors wherever we can then, since we won't be able to build them forever. An archer or two could be fine though if we want something for more all-purpose defense and not having to worry about upgrades.

Should probably be on the lookout for CDZ berzerkers though, if they haven't gotten metal up they might soon.
 
So which way do we want to go with our warrior next to the Mav city? He defends at 3.6 in a jungle tile. If we move SW onto the horses they will DoW and this will then push us onto jungle I think. If we head straight west onto the grassland this puts us in their culture as well (we'd get the same bump). Screen shot on the turn tracker page.
 
I think SE is best, so we can explore what's closer to us, and hopefully find some horses. They haven't responded to our message yet, and there is no need of a war when we are not yet able to squash them into a pulp.
 
Well the way I read their message it sounds like they want us to move East only, not SE or any other direction (yeah I know they said "West" but we all know what they really meant). So if we go SE they might try to use that as justification to violate the NAP and DoW.

So do we want to make a stand on principle right now that will result in war?

It isn't essential to continue exploring the rest of the peninsula right away with our warrior. And I would rather go to war with Mavs on our terms. Our cities on the CDZ peninsula are really guarded right now and I would hate to loose them to some raiding chariots.

So maybe we should humor them and move East. We can pick our warrior up with the galley and get him back to our culture to upgrade him to a mace. Then he can go back and defend at 14.4 in the jungle instead of 3.6 ;)
 
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