turns 37-54

The eastern warrior went on the hill 1N, so he can hop on the road next turn and go to the eastern peninsula (beyond the dyes tile)

Northern warrior went 1W and can go onto the hill next turn to "peek into Greek territory".

First curragh went E-S-SE.
Second curragh went SW-S-W.

Nothing interesting was discovered.
 
i see.

looking at our towns, i am still not really happy about the 3rd curragh. i could wait for on of the other two to return on a small map. even if there are valuable islands to the west, or a sea passage, we will know more than soon enough without wasting 15s with the little production we have.

since our production value never was ranked high, i think we should save the shields in this production low town for a building, i.e. harbour or lib.

and if we do not discuss this diplomatically, we could simply settle between the two eastern iron hills, and between the ne banana and the horse, and backfill later. but i assume we will have a settlement agreement soon. this is of couse so much better, because we will see galleys soon enough.

templar_x
 
since our production value never was ranked high, i think we should save the shields in this production low town for a building, i.e. harbour or lib.
I also think so. Small problem is that we still don't know how soon we will have MM or Lit to start pre-build. But we may take a risk and build Num, say.
 
It depends on whether we think that the anarchos plan to trade via road works. Do you think so? Otherwise I would like to get a coastal connection to them asap (and also learn something about our continent).

Or we could trade maps with them to get a connection?

Does one of you want to take the next turn?

Cheers, Lanzelot
 
It depends on whether we think that the anarchos plan to trade via road works. Do you think so? Otherwise I would like to get a coastal connection to them asap (and also learn something about our continent).

Or we could trade maps with them to get a connection?

Does one of you want to take the next turn?

Cheers, Lanzelot

I think they were quite clear that they Prefer roads. Even if we go back to a meaningful discussion with them it is unlikely this will Be a priority topic. Means No more curragh in my Eyes.

Templar_x
 
OK, playing now...

Played

City 3S have to be renamed. Far East warrior come to the hills.
Curraghs moved as planed.
Put "num as prbuild in"problem Cities".
 
So they have at least 3 size 1-towns, one of which is not even close to being connected (the SE one). At least they have some workers to get the tiles improved. (And they are still #2 in pop, so what really are the others doing?)

They already built up really close towards the lakes. Either they are into serious land grabbing, or they do not have much (useful) land to the NE. Our curraghs soon will find out. Maybe even discuss this a bit more in that thread, in case we finally get the general deal finished.

Do we rather want a harbour or a library first in Tinta?

Soon we are going to have Republic. We will revolt immediately, I assume. We should consider which worker builds need to be in place when we come our of anarchy. If we do not plan them now, they will not be there then.

Especially our 2nd granary town needs to be finetuned. The problem may be, that for 4-turn settlers we could be 2 shields short. For workers however, we do not need to mine the bg. If we say, workers for now, we thus could employ the worker otherwise, e.g. to prepare for the northern lux town. Or the iron town. Or to speed up development of the FP town. Or the eastern lux town. Lots of things to do...

New worker to the south, I'd say.

Re the GA. 2 wonders? No from my side. Then I would rather forego the timed GA, as we are not going to get that investment back ever.

Given we make the deal with the Anarchos now, I would then say, try to get out of the other continent whatever is possible, and then send one or two galleys with archers and numidians and a) capture workers b) destroy improvements c) annoy them d) trigger GA!

one galley with two units may already be enough, adding up to 80 shields (less if we want to upgrade a curragh). this sounds like a more reasonable investment to me.

templar_x
 
New worker to the south, I'd say.
Well it is fastest return of investments. But that mean, that next City "must" go south as well. For tactical reason (block Anarch) better go East, both, worker and next settler.

Do we rather want a harbour or a library first in Tinta?
Library. Unless Eagles trade MMaking to us.
Especially our 2nd granary town needs to be finetuned. The problem may be, that for 4-turn settlers we could be 2 shields short. For workers however, we do not need to mine the bg. If we say, workers for now, we thus could employ the worker otherwise, e.g. to prepare for the northern lux town. Or the iron town. Or to speed up development of the FP town. Or the eastern lux town. Lots of things to do...
Well, I thought about it. But it will help with gpt and spt now, later another City will work on RRNBG.
 
ok, lets build the mine on the bg nevertheless, and either disband reg warriors for the settlers in the 2nd factory, or rush the missing shields with money.

what about the other points?

templar_x
 
Did we already chop the forest into the granary as in my calculation? I think the worker moved onto the forest this turn, didn't it?
I calculated that BG will be more efficient
 
Before you move the units at home:

If we do not send the "eastern" warrior scouting the peninsula, we can maintain 100% science this turn.

Otherwise we either need 10% lux tax or a geek.

templar_x
 
Re the dotmap, I feel that the eastern peninsula cannot be worked optimally if we settle the spot 1n of the dyes. Then we would have too little food for the town that very likely will be 1e of the dyes.

Rather we should settle either 2se from Carlion (but take into account that this town would make Glaston more corrupt) or 1e1se from Carlion, so to give that town 2 more hills and thus more production.

templar_x
 
no hello to Eagles? save not passed on?

templar_x
 
No one seems to have played yet, so sure, go and play the turn.

Do not forget to move the "exploring" warrior back as an MP. You can maintain 100% lux with no specialist then.

And the northern worker needs to mine the bg next, right?

templar_x
 
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