Turns 21-40

I am totally in agreement with you, settlers are too valuable to risk sending without protection.

Light blue or maybe to tile SW of it, let's see what is revealed in the next few turns. ;)
 
OK good point on the settler pump so disregard that. The other benefit of another coastal dot is it would be useful to have another seaside city so LF has the option of producing what we need (curraghs, workers or warriors).

As of now I would go
1. Martha Stewart
2. 1SW of Tubby's light blue (bonus commerce)
3. Shift down the coastal (for priority) since LF will be on curragh duty but will allow LF flexibility after it finishes a couple curraghs.
4. Pink dot for military and workers.
 
I still prefer the orange on the coast next. My concern is that of defense. I am not a good MMer so if this has been addressed then my fears are baseless, but will we have enough troops to protect the three possible vectors of attack that Barbs could launch (Hef, blue, MS)?

If enough troops have been factored into our production schedule, then go for it. Otherwise, I would stick with orange.

And since I live in a redneck heavy area I would not send the banjo player alone. I would also send a wagon loaded with blue tarps, duct tape, Basic sweatpants and 12 packs of Old Milwaukee.
 
Barbs can be a slight problem when we shift eras but apart from that specific time, in Civ3 they are a nuisance at worst. As long as we have low amounts of gold in the coffers and build short term things in the perimeter towns the worst they can do is cost us less than 10 shields if they disrupt production. That is also one of the main reasons I do not want our productive towns on the frontier. Barbs approaching Hef's could be disastrous for us while Barbs going after any other town is a mere distraction. Only thing we need to address is always make sure Settlers have a safe passage to their intended destination.
 
I'm with Wotan on a light blue city to the north rather than the orange dot. If anything, it will buffer the barbs out from our productive cities. By that time more tile improvements will be done around MS Sweat and there will actuially be something to share down there.
 
Another reason we want to put Hef's beyond a perimeter of towns is that any barbs advancing on it risk destroying improved tiles, something we absolutely do not want happeining...
 
I would go for orange as #4 as it would really make the whole south safe and sound and we can worry about barbs in the north
 
I would go for orange as #4 as it would really make the whole south safe and sound and we can worry about barbs in the north

why do so many prefer to risk having the improved tiles around Hef's disrupted just to go after orange? Especially since Hef's will culture expand in less than 10 turns(?) and that should light up the two southeastern coastal tiles we need to cover after MS is founded??

Our main worry for the past 10 turns have been barbs appearing from the NW. That is still the most dangerous direction since it threatens the mined bgs around hef's If a barb camp would appear in the south they would either threaten unimproved tiles south of hef's, MS or LF and none of them are of critical value. Barbs disrupting Hef's is the most dangerous development we can have. Settlers should in my opinion be used to lessen that risk.

EDIT: This is not critizism I am just trying to understand how you come to this conclusion? Since so many have the same opinion and I and a couple of others are in disagreement. Just by entering one of the mined bg's near Hef's a barb would ruin the settler factory still you think a threat from the southern coast is worse even if that would leave the settler factory unharmed?
 
I think ThERat is saying it's the fourth option after we've settled east, north and west dots. You're correct though the barbs will come out of the darkness to the NW if anywhere.
 
I'm with the light blue first crowd now. I hadn't thought of the danger the random barb could do to our settler factory just by walking through Hef's palace grounds. So light blue after MS Sweat then I'd even go for pink THEN orange. That way the Hef's worked tiles as well as Hef's Palace is safe from the frontier baddies.
 
ok, managed to play turn 28...took screenies, but need to figure how to upload without using CFC server (edit:done)

meanwhile, verbal update

started to connect Larry Flint, other worker finished the chop, that revealed a BG. Thus, I rearranged tile assignment to work the new river BG to give us 1 more commerce.
Settler is done next turn when we grow

Moved the 3/4 hp warrior and there is some more land



I am really wondering what Council is doing

 
I wonder if Council is wondering what they are doing? :D

Our second settler next turn and the next location active in just 2 more turns.

After this settler there is a period of intensive mming to get the settler factory finally in tune.
 
After this settler there is a period of intensive mming to get the settler factory finally in tune.
don't worry, most likely it will be you who is playing anyway...I guess weekends are different, cos usually when the save arrives I sleep or work
 
We have our new settler and he arrived safely in the tile next to his destination. No barb showing.
The north is opening up a bit more. But the Warrior should be able to move and end up on the mountain NW if Hef's just as the next Settler is ready in 5 turns. That will give us full info on the area for an informed decision on light blue or the tile just SW of it?
wotka.JPG

wotkb.JPG
 
now seeing the land opening up in the north, I agree we need to settle north, the south can come much later
 
the council finally got their first settler out :lol:
 
And he was off-growth too :)
 
I just chalk their slow start to their team’s personality.

Getting a settler pump going isn’t simple for some people.

• First you have to pick someone to be in charge of the process; usually a guy, but sometimes things are tough at work for the expected party and he just doesn’t have the gumption to play that night.
• Next you have to make sure you have food; Italian is a good choice in my experience, so long as you go easy on the garlic.
• Then you have to time things right; too fast and your happy home disappears.
• Don’t forget about protection; you don’t need unwelcome ‘guests’ ruining domestic bliss, those little barbarians ruin things and cost money.
• And then there are arguments about who gets to be the turn player.

The Council has had a soft start and they will no doubt limp along for awhile, but now that they have the kinks worked out I’m sure they are pretty excited.

No sir, getting a settler pump up and running is a rather tricky process for the type of personality that would name their nation after a bureaucratic entity. As opposed to us happy anarchists, we just need opportunity.


Sorry :blush:
 
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