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Old 10-11-2008, 11:31   #241
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ProPain?
Akots?
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Old 10-11-2008, 14:14   #242
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Well, at worst you bought a colonist equipped with 100 tools...
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Old 10-11-2008, 21:59   #243
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Picking up from Darkness' save.

Didnt have time to read up yet so I'll be busy with that tonight. Be playing tomorrow I guess.
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Old 11-11-2008, 00:14   #244
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Originally Posted by akots View Post
OK, I think I got it. The profession says it is colonist (see screenshot 1) even though the unit is called Jesuit missionary. In order to be able to establish a mission, the unit has to have a missionary profession and this can be changed only in the settlement. So, the missionary goes back to Fishertown to change profession and then try again. Quite a peculiar feature indeed. For details see http://forums.civfanatics.com/showthread.php?t=295665

Same thing I pointed out to Matrix a few pages before you This goes for all specialists that use 'tools' as well, (expert pioneers/expert soldiers) except that it's easier to spot because you're equiping them with stuff. Just imagine you need to equip your missionaries wirh crosses and indulgences to stun the natives.

Read all pages and playing tomorrow, maybe in the morning but at least in the evening. Time for bed now
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Old 12-11-2008, 19:59   #245
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Playing now. Checking up on all cities first

Checkup
Fishtown is producing military points, are we aiming for a specific founding father here? Must have missed that on my read-up as we have 1248 points gathered. I'll leave the setting to MilPnts for now.

interturn
French caravel near Shabbaville.

1644 AD, 153: Drop fisherman in Fishtown, pick up colonist and tobacco, set course to Tiwanaku. Drop Firebrand preacher in Silverbastiano and set sail to Port Royal. Load silver in Crabsilver and move wagontrain towards Port Royal.
IT: King raises taxes from 15% to 18%, we kiss pinky ring. Crabsilver finishes build, I set new build to stockade.
1645 AD, 154: Drop fur trader in PR and set him on coats, change native from 2 tobacco to 4 furs. unload horses and tools in PR as well. Move silver from wagontrain to galleon.
IT: Shabbaville finishes cannon and start stockare, Lord Baltimore joins Bolivar.
1646 AD, 155: load silver and cigars on galleon, still have to wait a bit for more stuff to come in and sail back to Europe. Colonist starts exp fisherman education in Tiwanaku.
IT: Shabba finishes stockade, changes to cig factory. Silverbast finishes lumbermill, changes to stockade. French converted native appears next to PR, wonder where he came from.
1647 AD, 156: Dragoon from SilverB kills french native.
IT: Expert Farmer on dock, Col in Fishtown

The appearance of the expert farmer on the docks made me think it would be smart to buy a colonist the last turn before the cross bar fills up. You pay a little for the last remaining crosses but you get to pick who appears. Any thoughts on this?

1648 AD, 157: Set col in fishtown to fishing.
IT:SB finishes stockade, set to drydock
1649 AD, 158: Galleon of to Europe, 190Silver, 200 cigs in it
IT: nothing

Col System crash, reboot.Have to replay 2 turns from autosave. I'm getting annoyed
1650 AD, 159: degrade dragoon to soldier again and fort in SilverB. move wagontrains around getting tobacco and ore to Shabbaville. Drop some tools from ShabbaV in SilverB for drydock construction.
IT: nothing
1651 AD, 160: I notice the trade goods in PR (yes a bit late) and try to sell em to Monty, for some reason the menu doesnt allow me to sell stuff when I enter talks with monty. maybe because the wagontrain moved this turn???? A fair task for the next player to retry, those trade goods are only good for selling anyway.

For the next player. Merchantman is on way to fishtown to pick up col and sail him off to Tiwanaku to become a fisherman as well (They call me John the Fisherman lalalala (for the Primus fans )) Caravel up north can go to Tiwanaku and pick up the fisherman in education should he finish before the return of the merchantman.
Attached Files
File Type: colonizationsave Miffy AD-1651.ColonizationSave (115.9 KB, 1 views)
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Old 12-11-2008, 21:52   #246
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The appearance of the expert farmer on the docks made me think it would be smart to buy a colonist the last turn before the cross bar fills up. You pay a little for the last remaining crosses but you get to pick who appears. Any thoughts on this?
I think we came to the same conclusion some pages ago.

BTW, SB is a low production city right? Do we need a drydock there?
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Old 12-11-2008, 22:03   #247
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I think we came to the same conclusion some pages ago.
Lots of back up reading, must have slipped through. Mea culpa.

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BTW, SB is a low production city right? Do we need a drydock there?

NOt really, doing 25 hammers a turn atm. And we'll need to build a few boats so drydock are needed. I'd like to have some privateers as well as they are easy income.
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Old 12-11-2008, 23:13   #248
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... for some reason the menu doesnt allow me to sell stuff when I enter talks with monty. maybe because the wagontrain moved this turn???? A fair task for the next player to retry, those trade goods are only good for selling anyway.
...
Yes, at the start of next turn, an icon should appear for selected wagon to trade with Aztec. I don't think you can trade from the diplo screen.

I'll be playing today. IMO, we would need to start on the bells quite soon, there is no reason to delay. So, for this to happen, we need as many statesmen as we can afford and they can be either purchased or educated. Also, we might want to kill Monty and we might need to upgrade at least one of warehouses for full capacity to prepare for smuggling once the tax hits around 50%. The problem with lots of food is that one needs more bells to get the independence spirit up and it would considerably slow the things down in the end. Since the main target of REF will obviously be Silvercity, we might need to prepare some area around it as well. Still, killing Aztec on our island would be highly desirable.

For this purpose, do we want more colonists to learn some skill from Monty-owned villages? Also, we would need to buy a couple of cannons and position them for instant kill with dragoons apparently. May be time for peace with the French?

Also, is there an idea of who is learning what and where? It is possible to get one from the map though (the lower bar on the village label; the upper seems to be only active in the villages with missions which is to show how soon a converted native will emerge). IIRC, all missions and all learning is canceled at the time of war with the natives which have the colonists learning and have missions and those colonists which were learning, I guess get killed in the process but there is no message to confirm that.

In any case, the time right after the killing of Monty would be good to start with bells since there would be a number of towns of our with few colonists in them to make bells faster. IMO, for the size of an empire we have, we need at least 7 towns for faster bell production. Also, it adds some small storage capacity to decrease the need for wagons and at times of war, there is no need to educate anything as well.
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Last edited by akots; 12-11-2008 at 23:20.
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Old 13-11-2008, 08:16   #249
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Any comments? I think I would have to play tomorrow to wait for some comments.
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Old 13-11-2008, 09:10   #250
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In any case, the time right after the killing of Monty would be good to start with bells since there would be a number of towns of our with few colonists in them to make bells faster. IMO, for the size of an empire we have, we need at least 7 towns for faster bell production. Also, it adds some small storage capacity to decrease the need for wagons and at times of war, there is no need to educate anything as well.
Agreed, but we need newspapers first. Do we have them already?
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