Turns 140 - 149

I had a barraks qued up in Glassport so it can start working on the reinforcments. I can't remember if the barracks gives xp to mounted units or not.

I don't like the idea of a settler, in adition to the cost it will also require more units to stay home as escorts and later garrison.

I'm also not sure that we need another worker. How many unimproved tiles are we working and are our cities growing much faster than the workers can work?

I'm not sure what other options we have, how about a missionary or a lighthouse?
 
With regard to the disbanding of units, I would go by the rule of almost never doing so. You're completely throwing away the hammers you originally invested if you do. And even obsolete units can still be upgraded to more useful ones later, or used as happiness police in cities. In the case of Galleys, they upgrade to Galleons and later Transports which makes it very handy to keep them around.

Barracks do indeed give XP to Mounted Units (all land units, in fact).

I'm usually more in favour of Settlers than Courthouses. Two (or perhaps three at a strech) GPT saved is a very minor benefit from the Courthouse, and likewise the additional cost of a new city is minor (and usually offset by the city paying for itself before too long). But if we don't have a useful place to settle and/or don't have the necessary troops to garrison the new city, it may not be worth it. We can always build military instead of a Courthouse though... Courthouses are fairly expensive buildings, especially as we're not Organised.

If we have any excess forests whatsoever that haven't been chopped, we can always do with more Workers. That, and if we can't keep up the improvements with city growth.

Missionaries only if we have cities that need the state religion. Lighthouse in a city that will actually be working its water tiles.
 
About the galley, it's in a small sea about 15 tiles big, enclosed by ice on both sides. We could use another worker, some of cities are running out of tiles to work, and we still need to complete the "road around the bay" to the incense.
 
I think glassport should really build a worker next turn, we only have 5 (!) at the moment.
I don't think anyone has Astronomy yet. If someone did have astronomy, then the time to research Astronomy should be less than the time to research other techs with the same beakercount as Astronomy, like Military Tradition. This is not the case though.

On what type of specialist should Wheelville concentrate? We're doing priests now, but wouldn't specialists or Merchants be better?

Loads of pictures coming, if I can upload them.
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Awsome, love the pics.

I'd rather have the barracks in Glassport than another worker so how about building the worker in Magadan after the courthouse?

Any sugestions for the next tech after HBR? I don't remember how the tech tree looks for us or what trade deal we have coming up with Aloha.
 
Awsome, love the pics.

I'd rather have the barracks in Glassport than another worker so how about building the worker in Magadan after the courthouse?

Any sugestions for the next tech after HBR? I don't remember how the tech tree looks for us or what trade deal we have coming up with Aloha.

Gasp, I didn't make screenshots of everything :p

About the Aloha deal, should I offer something in-game?
 
Nothing happened this turn.
We've finished HBR, and will need a new tech to research next turn, I suggest banking.
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Ya, Aloha were anxious to get it done I think, HBR+Philo for Paper+Theo, so lets just offer it ASAP.

We still have a bunch of troops to build so maybe we can switch to Theocracy and get some more xp's for our units. Then we can start researching toward Astronomy maybe? Like I said I'd like to get some more capable ships like caravels and galleons.
 
I'd like to change Wheelville's specialists to either merchants or scientists next turn, is that okay with everyone?
 
Ya, good idea, I kinda forgot about that.
 
We've discovered Horseback riding, and traded philosophy and horseback riding for paper and theology with Aloha.

I started banking, lowered the slider one notch. We've got 35 gold in the treasury, currently at +9 with Banking in 9 turns.
Magadan started a worker (due in 6)
The northern galley is sailing back to our cultural borders.
The mine near Fort Tropicana was finished, granary there due in 11 (growth in 18).
I changed Chowderton to a Camel Archer.
We've got a trade rout with Piffle now, should we trade or excess clam for their excess of fish?

Next turn:
Polynesia will finish a monastry and I'm thinking of building a market there. It will increase :) and :gold:.

We might want to trade with Piffle, for example for education or printing press.

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I'd like to trade clams for fish with Piffle, but I'll have to think about the tech trade, what are the costs again?

Also when changing the que in chowderton please make sure that we have the proper mix ready to attack. I was counting on 4 cats and some longbows for defence if we decide to keep what we take.
 
What was the reason for the change of specialists in Wheelville?

We've discovered Horseback riding, and traded philosophy and horseback riding for paper and theology with Aloha.
Excellent. We definitely needed Theology (for Theocracy).

We've got a trade rout with Piffle now, should we trade or excess clam for their excess of fish?
Yes, absolutely... looks like we could use the health in some of our cities.

We might want to trade with Piffle, for example for education or printing press.
Printing Press is probably more of an urgent thing to get, since it'll beef up our economy and increase the rate at which we discover all future techs. Education leads to Liberalism, but even if that hasn't been discovered yet (I'm not sure, haven't been keeping up with the game lately), we haven't got a realistic shot at it at this stage. It's an important tech to get too, for the Universities, but Printing Press should be our #1 priority to trade for right now.
 
What was the reason for the change of specialists in Wheelville?

Basically, we don't need more Great Prophets, and could better use other types of Great Persons. We could have changed earlier though.

I'll send piffle the offer.
 
OK. By the way, Scientists are far more useful than Merchants IMHO. :)
 
That's why we're using scientists, we can only have 2 though.

btw I've sent a message to killercane for the deal.
 
BTW how about switching to thoecracy
 
Haven't switched to Theocracy yet, should I do that next turn? OR is still helping our newer cities develop.

As there wasn't much important to report, I've renamed our workers and listed what they'll be doing the next couple of turns.

Ice Chill (Near Magadan)
Is going to road to the incense (this will take about 16 turns according to my calculations), and then he will build the plantation there (6 turns). I think that I will send the new worker from Magadan (completed in 5) to help him out.

Tropical Heat (Chowderton)
Currently building a workshop (4 turns left)
The he'll make a road towards the sugar (4 turns, moving to the hill and roading) and then he'll build a plantation+road every 10 turns.

Desert Sand (Glassport)
Currently mining the desert hill for production (4 turns)
The he'll cottage a grassland tile (5 turns). Then I'll probably send him south.

Eastern Mirage (Polynesia)
Currently building a plantation (4), then a road (2), then cottages to the south in the jungle (8 turns each).

Southern Sun (Fort Tropicana)
Currently building a rice farm (7). Then a road (2), then a banana-plantation (8) and another road (2).
 
I'd say switch to theo for a few turns until we finish building our army and navy. We can switch back for free in 5 turns.
 
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