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[SPOILERS] Welcome to the Kuro Corporation! (Kuro and BaII)

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Axe killed dat barb warrior and also shows that where hs is standing is basically the good spot to place a city here. The Crabs is very useful: It allows us to place both it and Horace Dodge (With how close this city is to John Dodge, I wonder if they should switch...) there to help facilitate a "bridge" across the ice with decent cities. Sam Walton grew to Size 3: Worker will pop out of there in 4T. Not sure what to do after: Settler? Monument, maybe? (Considering Monument, really, we need the culture there!) Bring out the Axes to prep two new cities founding w/ defense? Descisions, descisions. Either way, after will presumably come a Library and then Scientisting it up.

Could even just slowbuild another Worker so we get up to 5 for 5 cities (Not that Buick needs Workers...)

Workers in place to camp John Dodge's second Deer.

So now, it is time for...City Overview!

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Standard Oil. Next turn, it'll 2-pop whip that Axe and overflow into another, working the Plains Hill to pop out the second Axe almost perfectly w/ the Galley. The axes will go see if the barbarian city can be taken by two axes. After that, it will go for a Granary. The ideal hope is to pump a lot of garrison military into this post-Monarchy and work as much of that grassland and hill as possible to recieve a large amount of commerce and production to make up for our other, poorer cities. With 5 cottage-able Grassland, 3 hills and food tiles, we will want to end up growing Standard Oil to Size 12 or so (A lot of garrison!) and sitting there. This is also why religion is important: 2 less garrison units (Religion + Temple), possibly per city, is huge cost-wise!

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Sam Walton. It is building us a Worker, as we could use the labor. It has a lot less tiles to work, so it won't need to grow as big: We'll probably wnna nab the Grassland for Cottages, the food tiles, the lake and the hill, then work as much coast as we reasonably can. Because it grows so fast, but does not need to grow as large as the capital and has less good land, I am thinking we should use this as a Settler whip-pump, while our capital tries to stabilize growth a little while Monarchy comes in, then balloon high. The plan for this build is the Worker, of course: What comes after that is debatable (I am thinking possible Settler 2-whip). Then we're going to doublewhip a Library and whamo-kablamo, Great Scientist! We will probably be unable to whip as much while popping out the Great Scientist, of course.

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David Buick. Not a very great city, but it can grow up high enough to work some cottages and coast, so we can squeeze enough commerce out of it to make it worthwhile. The next stop is to shove the Lighthouse to the side next turn, switch to a Granary, then 2-pop whip the Lighthouse into the Granary: This should help efficiently get the growth this city can manage into a faster gear. Unsure if it should be whipped much, due to it's small food surplis, but we will want to get in a Library after the Granary, I feel. One option is to instead stunt this city's growth and run the Scientist's here due to the fact it has a lot less yields: Depending on how fast the Library could get in here, it seems viable...

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One of our newly founded cities, John Dodge. Thanks to the two Deer resources, and later the Wheat, this city will grow nicely. It is a lot more of a production city than a commerce city: With Three hills in addition to a Plains Wheat (1 hammer) and Grassland Forested Deer (1 hammer), it could be built up to push out items for us relatively quickly: It is the only really strong "production" site I see, as well. I think that, long term (Or even short-ish term, if we wanna chop!), that this would be a great Moai city: We get 11 HPT w/ 3 hills + Deer + wheat, which isn't bad (Esp. early game!), but if we worked Moai coasts, we could get up to 17 HPT, which combined with eventual Forges (And an Engineer specialist?) would set us right up for popping production out at a high rate. If we can unlock the Heroic Epic, then you could combine that w/ the Heroic Epic to get 34 (Base) hammers on military! Even late game, that isn't too bad (Before adding in Forges, that is a 4T-5T Infantry and about a 6T Tank: About a 3T-4T Curassier and a 3T Knight...before Forges, Factories and other Bonuses!). Ergo, I suggest this become our, so to speak, "Assembly Line" city and we give it Moai + Heroic Epic. We will want to grow it high, like our capital. It does not reach full productive power until Size 12 (After that, all we can really add is Plains).

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Finally, our other newly founded city, C. Vanderbilt. It is working a Plains Hill for 2T before switching to the Flood Plains, which will allow the forest chop to complete the Work Boat: The Worker will then improve the Cows. Long term, this is basically a commerce city: Plains are inferior to Grassland, but all but one of the Plains tiles are riverside, so it offers improved commerce. In addition, the decent food bonuses of the cottaged FP, Cows and Claims offers the ability to work a lot of them alongside the two Grassland the city has. I am pretty sure we will need to farm one or two of the Plains, but I have not worked out the number. Due to the low food count, it might grow a bit slow past Size 6-7 or so. We'll want to boost this up as well, altough I feel John Dodge and Standard Oil are higher priorities.

...And as for our Technology...

Our tech path is Animal Husbandry -> Writing -> Monotheism -> Monarchy -> Theology!

AH will let us improve dem cows and will cheapen Writing: Writing will offer libraries, key if our science rate is forced down (and for binary, IIRC). We could use Priesthood OR Monotheism to unlock Monarchy: However, since we have 56 beakers into Monotheism, it is almost the same cost, except Monotheism opens up Organized Religion for if we get Christianity. Monarchy is must to get us out from under the happiness crunch and is probably an even better economic tech for us than Currency due to this. And then Theology will help lessen our military costs from Hereditary Rule, offer the possibility of Shrine bonuses and the like, and is more likely to get us the religion than Code of Laws (CoL also needs Priesthood, but not Mono). I know Code of Laws is an economic tech, but most of our cities that would need it most can't build Courthouses well, so we can wait until they have the ability to do so.

It is too far away to forecast, but after that we probably go a pretty standard Currency -> Code of Laws, then look at where we stand: Hopefully, we can head up the Guilds line due to Horses + Iron (Since otherwise out military options are...limited) and then rush WilliamLP with pony legions.

Despite this being the big T75 recap, I don't feel like posting WilliamLP's graphs: Basically all it says, and will say until it updates more fully next turn, is "He whipped something but LOL IDK WUT" since there isn't any way to tell the pop. What is promising is the Demographic numbers!

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Despite one of our new cities temporarily working a 0 food tile and our cities being very new, we're now solidly "average" for food! This bodes well for our ability to grow high and shows that we are not totally powerless, though the GNP/Production numbers help show why we're a bit toothless.

That is all for the T75 report.
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RE: [SPOILERS] Welcome to the Kuro Corporation! (Kuro and BaII) - by Kuro - June 27th, 2013, 23:33

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