Turns 1-20

Got to think others will be thinking this so how we going to make sure we get it first?
Philo to free lit. We have as good a shot of getting the philo free tech as anyone so the probabilities are high that we'd accomplish our goal if we win the philo race.
 
If we need a cover for a military buildup I would use the high number of KISS players on our team. Just call it a paranoid overcompensation carryover from our last C3C game.

The GLib idea is interesting. The dogpile danger is real, but any coalition that would pile up against us MAY be offset by our offer of tech to the OTHER side. The GLib may be like the geek's car - it buys friends so long as there is gas in the tank.
 
By the way if we need to keep afloat on military relative strenght, vet warriors are the most cost-effective propaganda spokespeople. They beat swords, and thus MW's, pretty much hands down. Note that making only MW's could backfire because of this: they have low cost-effective military power so far as the advisor is concerned. This could also be a card to be played if people bring up relative mil strenghts, as it would inflate their concern that we have scores of mounties, or make them disbelieving that we are weak since mounties make you appear so.
 
but if we have an island start... those mounties will come in mighty handy. 2 movement and can hit anything that lands as they'll all be un-fortified.

btw, turns in and I got it
 
- BORDERS EXPAND!!
- worker will finish road next turn
- increase lux due to only 5 G coming in
- citizens work cow and money forest
- Beef-Cake moves south

3500_world.jpg


3500_hef.jpg


3500_f11.jpg


end turn save & send
 
Flood plains all around is really good news :thumbsup:
 
Who is Freedom Central? that is sad. Should someone offer condolances to that team in one of the public threads? Maybe offer classes on reproduction? :lol:
 
Who is Freedom Central? that is sad. Should someone offer condolances to that team in one of the public threads? Maybe offer classes on reproduction? :lol:

Team FREE (10)
azzaman333
Empiremaker
vikingruler
aluka
CommandoBob
kingstuart
Kuningas
Black_Hole
admiral-bell
Elephantium
 
thanks.. I was just shocked that at turn 11, they still haven't grown. I guess if they aren't agricultural and was working a grassland they could grow in 10. if they are working a forest for whatever dumb reason they should grow in 20.
 
If they grew in 10 and produced a worker in 10, wouldn't that account for the appearance of no growth?
 
It would, and while worker first can be good on a longer term, it certainly doesn't work for you within 20 - unless you have some quite weird terrain.
 
when I saw that city picture, I also wondered...there wa some question about barbs, but reckon they won't come so early...we also need to be careful.
 
They have most likely started already. They are always eager to set up camps, and they are restless, so we will see them soon.
 
I think it's a pretty risky idea to send out settlers alone...having a settler factory is great, but we need some warriors as well
 
1st settler go in direction of Warrior. 2nd town start on Warrior. Capital will build Granary for a considerable amount of time. So when the second settler is ready we will have escort from town number two. Do not disrupt capital by adding Warriors to build queue.
 
Agree with Wotan, let's focus the first city on growth, the opther towns can build defense and escort.
 
Depending on what the Warrior discover when he has moved another two tiles in a southernly direction it looks as if teh FP south of the sugar is a good spot. Or on of the tiles east adjacent to the small lake and on the coast if we want to risk sending the Settler unescorted? It will be ready in three turns so I guess the safe choice is to send him south?
 
I'm comfortable with sending them unescorted right now, but I agree that the first few builds for city #2 should be warriors (for MP and escort)
 
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