@DMOC
I agree with 7-9 scout next. I can't read the fog and don't want to login again, but its possible 8-9 would be faster to the N-NE by 1 turn, I guess.
But we could see something interesting if that lake not just one tile, so 7-9 it is. I'm ok with 8-9 as well, if you see it more suited.
Thx for info about ships and salt lakes, I wasnt sure about how it works and was gonna just sim it.
Yup, we have 13 land tiles, and M&M got 15.
Its not that important, but could you please take F8 screenshot with victory conditions next turn too? So we could calculate total land on map more accurate.
(I'm banning myself from login for the next 24h, cuz I did login enough times on T0 already.) Its not important info, but we can speculate about the map a bit in the thread.
More depressing news, we are short one worker turn to road effective in the long run, but maybe its not bad at all, cuz we have +1 worker turn right now. Just had to put 2 worker turns in the road later. I'm assuming we plant city#2 on PH to share Pigs in this scenario, but we'll discuss city#2 after more scouting obv.
Now, I was wrong when suggest us to preroad city#2 to get it 1 turn faster, I can see now. Just at the time it seems like we have alot *free* turns to road whatever. So preroading city#2 will cost us 2-3 worker turns or 10h-15h in premath chops, so not worth it, imo.
I was gonna put a big post about changing micro, but lets see a bit more land and decide our city#2 location first.
I'm considering some options we could exploit to be in a better position overall, so right now I'm thinking of:
Anyways, our micro is set till T12:
I agree with 7-9 scout next. I can't read the fog and don't want to login again, but its possible 8-9 would be faster to the N-NE by 1 turn, I guess.
But we could see something interesting if that lake not just one tile, so 7-9 it is. I'm ok with 8-9 as well, if you see it more suited.
Thx for info about ships and salt lakes, I wasnt sure about how it works and was gonna just sim it.
Yup, we have 13 land tiles, and M&M got 15.
Its not that important, but could you please take F8 screenshot with victory conditions next turn too? So we could calculate total land on map more accurate.
(I'm banning myself from login for the next 24h, cuz I did login enough times on T0 already.) Its not important info, but we can speculate about the map a bit in the thread.
More depressing news, we are short one worker turn to road effective in the long run, but maybe its not bad at all, cuz we have +1 worker turn right now. Just had to put 2 worker turns in the road later. I'm assuming we plant city#2 on PH to share Pigs in this scenario, but we'll discuss city#2 after more scouting obv.
Now, I was wrong when suggest us to preroad city#2 to get it 1 turn faster, I can see now. Just at the time it seems like we have alot *free* turns to road whatever. So preroading city#2 will cost us 2-3 worker turns or 10h-15h in premath chops, so not worth it, imo.
I was gonna put a big post about changing micro, but lets see a bit more land and decide our city#2 location first.
I'm considering some options we could exploit to be in a better position overall, so right now I'm thinking of:
- No change in our original plan till T32 except worker roading different.
- 2nd worker before settler
- Fishing after AH and WB before settler
- Settler on T33 with big overflow going into work boat or 2nd worker
Anyways, our micro is set till T12:
- Tech path Hunt>AH till T20
- Queue till T12. There is a very small chance we decide go scout after worker
- Tiles till T12. On T12-T14 we could change pig<->deer if needed
- Worker action till T16 when Camp done and worker ready to move