23-10-2008, 13:08 | #161 | ||||
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Quote:
Quote:
Quote:
Quote:
For now, we shouldn't buy any military units.
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23-10-2008, 14:04 | #162 |
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Interesting. Makes a lot of sense; in fact, I'd say it makes sense to buy a colonist from the docks a turn before you have enough crosses, because that way you can always pick the class that's most useful. Hmm...
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23-10-2008, 14:30 | #163 |
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Yeah, picking costs only 50g extra. But the crosses made in that trn aren't lost IIRC. They changed it to Civ4 style of overflow when the cross bar is already full, right?
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23-10-2008, 15:38 | #164 |
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I suppose.
At first (during beta testing), hurrying would only cost 20g per cross necessary. But that way you could always pick one for just 20g per colonist, so they changed it to 50+10x. Still, 60g is not a lot, is it?
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23-10-2008, 15:54 | #165 |
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Yeah, maybe that should grow more expensive with each pick...
OTOH, they removed a Founding Father that would give the right to pick, which was in Col I. I guess it is a good strategy to always pick in final turn once you have your initial sells...
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24-10-2008, 11:43 | #166 |
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I guess chances are decreasing PP wil show up before tonight......
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24-10-2008, 12:07 | #167 |
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I will play tonight. Probably around 2100 CET...
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24-10-2008, 21:45 | #168 |
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Turn 100 (1) – Shabbaville completes Armory, building cannon next. Sell stuff at Cuzco. Buy some colonists in Europe and send the galleon back to the New World
Turn 101 (2) – Nothing… Turn 102 (3) – Merchantman arrives at Shabbaville. Picks up the free colonist to take him to Tenochtitlan to learn Tobacco planting. Turn 103 (4) – Nothing… Turn 104 (5) – France asks us to declare war on the Aztecs. We say “Hell, no!” Tlatelolco completes teaching our fisherman. Our caravel picks him up to take him to Fishtown. Scout arrives at Ihanktowan. They could teach us fishing. Unfortunately another European has been here before, so no gifts… Turn 105 (6) – The king wants 140 gold. We refuse. Fisherman arrives at Fishtown and starts fishing. The missionary leaves the village to go and found a mission in Tenochtitlan. Turn 106 (7) – Hernan Cortes joins Simon Bolivar. Fishtown completes Docks and starts building a warehouse. The free colonist starts learning Tobacco planting at Tenochtitlan. Galleon arrives at Shabbaville. Add an Ore Miner and a Gunsmith to Shabbaville. Set the second Carpenter at Shabbaville to make cigars because we will run out of Lumber next turn. Galleon loaded with silver, cotton and cigars and it heads on to Crabsilver to deliver the other three colonists to that town. Turn 107 (8) – Silverbastiano completes Church, starts Cathedral. Galleon arrives at Crabsilver, and adds Master Distiller to the town. I had no Idea what to do with the Distiller, but we can produce sugar at Crabsilver, so he could be useful there. Scout enters Isanti. They teach Expert Trappers! No gift. Turn 108 (9) – Did nothing yet. Next player is up. For the next player: - The caravel waits near Tenochtitlan to pick up the Tobacco planter in 3-4 turns - We should consider sending a free colonist to Isanti to learn Fur Trapping. We have a ‘beaver’ next to Silverbastiano, so we could produce a lot of furs with a single expert. - The carpenter/lumberjack combo is on its’ way to Silverbastiano to speed up the build of the cathedral. - The galleon is on its’ way back to the high seas and Europe with about 1700 gold worth of goods. I would recommend buying a preacher for the church in Silverbastiano. - We could send the merchantman back to Europe empty, so it can buy the free colonist available there. The merchantman is the fastest ship we’ve got, so we could sent it north to get a Fur Trapper trained. It seems wasteful to leave that beaversource uptapped.
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24-10-2008, 22:59 | #169 |
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Ah, things look quite good, me thinks.
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24-10-2008, 23:13 | #170 |
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Hmm, a major concern, imho, is Monty now being -2 towards us. Any non-AI-guided Aztec would screw us over in 2 turns....
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