Archive for July 2012

Turn 180 – Downtime   4 comments

scooty seem to be checking out my other city locations, I think they expected me to settle on the coast. The galley has split off, probably go and help out with settling the islands

Nazul seem to be playing nice, and I might return the favour if scooty continue to screw about.

The main question here is will my bpt recover fast enough to get the necessary techs to defend before scooty can reach rifles and use them offensively.

I wonder what Pingo are building…

Oh, that is what they are building…an army. Time to start getting stuff ready to defend against them…or just scout him out again…

With my cities now settled, this graph is going to be somewhat more joyous to look at than that GNP graph.

Covering untis to stop azza from trying to boat me with a single galley.

I wonder how much Pingo are going to hate me for disrupting their temple and monastery output.

I think I’m safe here. Sistine is going to be useful, helping me get the island cities up to 40% culture for defence against amphibious attacks.

I need to consider changing to building other units to help build up the defensive stack at Pingo’s border.

Spearman, because it’s cheaper than a longbow and it can upgrade in a pinch to a rifle later on.

Temple to pay back from UoS. It would be possible to slave for 1 pop on T183.

After this, still not sure what to build.

Should be able to slave for 2 pop on T183.

Downtime…

I’m delaying the court house by one turn, so I can get the market in PRNGG one turn sooner. Seems reasonable. I swapped from a plains farm to the plains cottage from PRNGG.

And…I need 40 more hammers to finish the forge, and I can grow to size 11 in four turns. Then go onto the worker builds.

More workers…this one is number 32 I think.

Stopping growth at size 10, so I might not get the workshops finished by then but should be done a turn or two afterwards. These workshops will also act as a stepping stone to get a worker or two over to TR without wasting worker turns.

I swapped over to use the remaining mine, giving up the plains cottage to SMS, meaning hte market complete eot T182.

More downtime.

Next turn get the galley to about 48/50 then swap over to yet another build.

The citizens of Culture are praying for slavery so they can start using prime land…yeah, right.

Axe will steal the cottage tile from By-Tor at size six.

Boring…

Yeah, I need slavery. I’m going to start research into Compass next turn and then get Optics the turn after, revolting into Slavery on T183. Then slave everything…hell, I might even overflow into a worker to double slave that.

Next turn work the grass hill (that is worked by PRNGG this turn). I have dedicated one worker to road the jungle so I can use worker stacks to fully improve the jungle one tile at a time to keep up with growth.

Keep on growing…

Work the rice next turn…

Going to move two workers to chop two forest shortly…

Grow in three turns, after that point if I need to delay growth at SA I can use the banana here instead. Nothing special, but three unique grasslands probably need farming to feed the hills and still grow at a slow pace.

Need to chop the granary here, but FSx is a more important city: it is harder to capture, so MP needs are to be considering secondary to FSx.

Granary done eot T182 I think, and a farm is done on T182 as well.

Keep on growing. Once border pops, I will send a galley to go meet Mick to complete the set.

Boring.

More boring.

OR is not going to be available until T188, due to needing Theocracy for XP on the naval units. So I’m just going to chop two forests for the granary and be done with it.

GNP is starting to improve…

60% higher CY than second place and climbing.

Posted July 31, 2012 by Krill in RBPB5