(October 24th, 2013, 07:02)Old Harry Wrote: For setting up the iron city I want to road the forest hill NW of the iron instead of the hill - the forest might spread to the hill and that road will speed up a chop by a turn at some point. I think we'll then road the iron, and can settle on or next to it fairly easily. I still like settling to share the banana. We have a mountain range to protect this city from Yurimack, so m_h is our only real compettion over here, so I don't think it's vital to settle on the iron. So my vote is E of the iron, but I could be cajoled into S of the iron.
If we settle S of iron I agree that we shoud road Gallipoli-S-SW(forested hill)-SE(Iron).
If we settle E of iron we should road Gallipoli-SE(bananas)-SW(bare hill), because that allows us to settle the city 1 turn earlier. Settler will move during the T106 to Gallipoli and continue from there
- I like the eastern spot because it gets quicker start thanks to bananas and gets sugar in BFC. It's also less provocative if we conside m_h as a threat.
- However, I like S of iron spot, because it gets both dyes into our BFC and rice into first ring. It starts with less food, but the city placement helps in chaining irrigation to the rice tile once we have Civil Service. It also leaves open the opportunity to settle N of sugar later, which might be a reasonable jungle city as it can borrow bananas from Gallipoli. Of course the southen spot brings more ternsion between us and m_h even though BFC's don't overlap.
- The spot W of western dyes "x?" is possible with both settings although that makes the border area pretty cramped, if we go with southern spot we might consider W of that tile too. Anyways, that city can work the corn after we have taken the border city from m_h..

- Conclusion, undecided! 3 turns time to decide!
Quote:Once we have open borders with Ichabod and Slow should we cancel with m_h?
I don't think so. Slow has less cities than us, which means that open borders with those 2 is not enough yet. We might want to consider OB with dtay & TBS/Jowy also once we have Alphabet ourselves. Their island cities would bring us cash..
Quote:I won't give anyone promotions just yet and I'll leave building the scout in Dunkirk because if we built a chariot with a stable the GG medic would be 1 XP from an extra promotion, which could be morale...
Could our heroic Lunch become some kind of an amazing Woodsman III super medic? We probably don't want to bring him back though..
Quote:Gallipoli is on 12 food now, working farm, sugar, banana this turn gives it +5:I think you're planning for Cannae to only work 1 scientist next turn and grow on the sugar, if not this might not work. After that I like the idea of putting 29 or 59 hammers into a worker and then whipping to overflow
eot100 +5 = 17/26 - farm, sugar, banana
eot101 +4 = 21/26 - farm, cot, banana (Cannae grows on sugar)
eot102 +6 = 27/26 - farm, sugar, banana (take sugar back from Cannae)

I like the more food approach too!

Therefore let's do the following:
eot100 +5 = 17/26 - farm, sugar, banana
eot101 +5 = 22/26 - farm, sugar, banana
eot102 +4 = 26/26 - farm, cot, banana (improved sugar needed in Cannae)
Probably then this:
eot103 +6 = 19/28 - farm, cot, cot, improved banana
eot104 +0 = 19/28 - farm, cot, cot, improved banana ... worker 7/60
eot105 +0 = 19/28 - farm, cot, cot, improved banana ... worker 14/60
eot106 +0 = 19/24 - cot, improved banana ... worker 70/60 ... double-whip
eot107 +5 = 24/24 - cot, improved banana
Let's see if that overflow of 10 hammers is enough for making library double-whippable early enough or do we need to delay the whip by 1-turn. I just don't want us to stagnate too long when the city finally has a food resource that it can use for growing. Your thoughts?
