turns 37-54

i had a look.

with 2 curraghs, we can close the coastal path for a safe crossing of a non-seafaring tribe.

with 4 curragh, even for a seafaring tribe.

if we meet the rest soon, i think we could try that. monopoly of the trade routes made the eastern trade companies wealthy. and what was good for them, could be good for us :traderoute:

templar_x
 
Re exploration, i´d say:
-curragh looks for the others, clearly
-eastern w scout makes a long loop e-n-w-back again
-new warrior waits for the next town to be settled and then explores the southeastern peninsula (however, not much more land to be expected there)
-western warrior goes e-e-... and explores the south.

soon we will have all our closeby food ressources working for us. only the lake fish would be left to work. but we will have Republic before we can expect to work any of those, and then the special value of additional food ressources is depreciated, as any tile can be irrigated for extra food.

one last thought: if you guys think we could need another factory, we should move the next town´s spot 1 ne! together with the fish this should easily be a 2-turn-WF in Republic. Of course this would only be useful if we are planning for a long game. however, our lands have many tiles that need improvement and the new towns need pop as well.

templar_x
 
Dilemma for curragh how go around landmass turn south or north?
North promise longer west move, south more hope to meet civ faster.
Suggestions?

I am not sure, fresh warrior may return (now) for MP for Tinta?

And Who will play this and submit?
 
Played. We (I ) miscalculated somewhere. Tinta grow turn after, not at the next turn.
No reason to put Wheat. Barbarians at "new western" land. One more Dice at east.

Still problem wit jpg
 
4 ne or 5 ne only depends on whether we believe we need another town with factory-qualities. i do not think we necessarily need roads first. it is ok if the settler needs 2 (minimum) or 3 turns to get to the site.

I am not especially crazy about the dotmap. But we still miss some important information before we can decide how to settle the rest of the core towns. But a few early thoughts on this:

- red should be 3s, pretty surely. 4s is too far away for such a strong town. very probably another town by the river mouth makes sense.

- green dot either 1 nw, or another town 1n1nw, if we want all the sea food and commerce we can get.

- blue 1nw (why on the hill?): better for everything

- rest are too early to say anything sensible
Marcel
4-5 ne : coruuption difference 2.5 % but 5 ne will not eat 1 g.
At despotism we have no chances to build Granary there. Fresh lake will cover with Triangle anyway.
3s-4s : Corruption difference 5%. but we loose 1 river gl tile.
Agree to wait until scouting around. I think Cities will operate at size about 10-12 most of the game, we need to think about that.
Green dot in red: I do not understand the reason to eat forest. It is good low corruption location with harbor and Lib.
Blue: you know, I am greedy about forest. Mine hills in corrupted town not good. I think better to connect Lux before revolt.
 
4-5 ne : coruuption difference 2.5 % but 5 ne will not eat 1 g.
At despotism we have no chances to build Granary there. Fresh lake will cover with Triangle anyway.
3s-4s : Corruption difference 5%. but we loose 1 river gl tile.
Agree to wait until scouting around. I think Cities will operate at size about 10-12 most of the game, we need to think about that.
Green dot in red: I do not understand the reason to eat forest. It is good low corruption location with harbor and Lib.
Blue: you know, I am greedy about forest. Mine hills in corrupted town not good. I think better to connect Lux before revolt.

do not understand what Triangle means. Granary would finish only in Rep, that is true.

the loss of the grass tile does not hurt, there is more than enough food there. and to work all those tiles, we will want another town in a quasi 2nd ring location. or most of those nice low corruption tiles there will never be worked.

green: it is even too close. why make other towns more corrupt for this one? but i still would say ok to it, if that other town 1n1nw gets all the rest of the seafood and sea commerce.

blue: i noticed you are. i have rarely seen a great effect of early chops, though. nothing that would change my mind about a good city location, anyway. but here my reason is that we may want to control that sea passage (moving ships out and in), and that goes best from the place 1n (or even on the lux, but that is a much worse location for everything else).
plus, town #3 can work that hill as well, and that will be needed if some time we want it to operate as a SF, not only a WF.

templar_x
 
do not understand what Triangle means. Granary would finish only in Rep, that is true.
I mean three city around lake. 1 4-5 ne, 2 other at second ring.
green: it is even too close. why make other towns more corrupt for this one? but i still would say ok to it, if that other town 1n1nw gets all the rest of the seafood and sea commerce.
Well I would not fight for 10 shields. But it is
passage (moving ships out and in), and that goes best from the place 1n (or even on the lux, but that is a much worse location for everything else).
Probably you right here. Conner better.
 
Here is my opinion:
I think the spots at 5NE and 4S are too far from the capital (too much corruption). I vote for 4NE and 3S instead. Especially 4S looks bad, as it blocks the space for an additional coastal town further south.

No objections to the other spots, however. (It's not yet final, and we'll probably still change it around a bit. But the general idea is good.)
 
Majority vote for 4ne. Well, that mean we loose fish in "remote future"
 
1st 3S, then 4 NE

btw:we have 2 options
1.Camelot settler+grow in 2 turns, Tinta Curragh + grow in 2 turns
or
2.Camelot settler+grow in 3 turns, Tinta Curragh + grow in 1 turn
 
I would Not Delay the settler.

Only NE has a Food Bonus. That is what Counts for me.

Templar_x
 
4ne first. Tinta worker have no time to improve things, whereas NE worker almost done.
South needs complex settlement. we sort out after scout south. Camelot will build settler 6+9 and grow in 2 turns.
Irrigation of plains will "ready" in two turns.
Tinta grow next (2 sch waste, but no way to make use of it.).
 
cant upload images

warrior south go E and find 2 silks

curragh 3 W
looks like an island,not a continent
 
ss corrupted a bit.
Tinta needs wheat now
Worker r we need bpt first
Camelot w irrigate next.
 
6+9 = 15
Now wheat to Tinta 6spt
Next Wheat to Camelot : 7 +2 (forest)=9.
 
new save

greece warrior by our NE warrior,9 from sugar
warrior N or E?
new curragh go S,see a coast W,
1st curragh goes south arround the island?
 
Shouldnt the New curragh go n/e?

I would Need a pic to say anything. Won't Be at my civ Computer for the whole Week. Am available by Email though.

Templar_x
 
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