Turn 66

Barb died. I've moved the scout onto the grass forest hill form City 3, and moved the chariot onto the grass forest. The chariot has been promoted to F1 and will be fully healed and available to scout on T69, needs 1 XP for sentry, and I'm going to try and get this unit to be the HE unit. With sentry it will not be easily ambushed by barbs, and with the medic staying with it, it should heal quickly enough to rack up the few kills it needs (it should only need 3 more battles to get there.

Is the coastal location 2W of the corn an NE city? The southern copper goes to a coastal city with fish.

I learnt something new today. I did not know that there was a barb city defense modifier, nor did I know that chariots, which can't get defensive bonuses, also benefit from that defensive bonus. And yet the barb warrior still managed to get in 5 hits to the chariots 4.

Marble, but a long way away, and with fairly naff land around it. Still no happy resources, and given it looks like desert down to the east I don't think there will be any. So...junk peninsula. Probably just dump a city on the plains hill so it's not boatable but picks up both flood plains and teh corn and say "Not worth attacking" to everyone else. That fish wouldn't be claimable by the time this was settled by us, and I'm not sure OH would want to claim this land either unless it was specifically for that marble.

Due to the delays to Writing, and the abysmal tech rate, I'm reconsidering the plans for each of hte cities. THis is mostly stream of conciousness stuff, so please forgive me for that.
OK, tech sucks, no happy cap room, need to get to Alphabet. Barbs will be under the cosh shortly, fully fogbusted except for HE unit area and don't identify a current threat from a player. So spam libraries. Figure out how to do that.
ITM (Capital) has one unhappy labourer become happy next turn and can then grow to size 6 without the pig. No real need for a library for the scientists and breakeven is low on the slider, but better to dump hammers into a library whilst growing than a military unit. The warrior is needed as MP for City 5, and library is not available to build until T69. Don't want to whip ITM because I need to work cottages where possible. No forests to chop, so...just sit at size 5 on the settler until the turn that Writing will complete, then finish the warrior and swap over to the library immediately afterwards. This does not delay working the fourth cottage, it is only a one turn delay and that fourth cottage is built slightly after growth anyway, so this is fine. Hammer just dumped into a unit will go to waste anyway.

Little Brown Jug, (City2), is dumping hammers into the granary just to hold them, not expecting to finish it. OTOH, may wish to chop the granary and double or triple whip the library whilst growing on cottage and lake. This would require a few turns of working the hill tile though. Also can't get the granary done at size 3 without a 1 pop whip, and that would depress the happy cap too much. Alternative option: Sit at size 4, then 5 working lake and cottage and a grass cottage. shared with City 3. Probably what happens, I think of all the cities to be neglected for libraries, City 2 is the one that needs it least.

Slight change of plan for Mack the Knife (City 3). Finish the granary eot68. Delay growth T69, growth@4 eot70 with 11 food saved and 6 overflowed, grow on a library, growth@5 eot73, T74 work hill mine and 2 plains forests and T75 double whip the library and regrowth@4, T76 work corn, horse, 2 scientists. Sit on a settler or worker. Borders will pop to claim two further lakes tiles.

Tuxedo Junction (City 4)Granary is sitting at 29/60 so it can be double whipped into a library. Too much food here, so better IMO to just work the commerce tiles when we need the commerce. Second fp will be cottaged T68 (not great, but whatever), and second forest chopped T72. With Writing now expected eot68, whip the granary T68 with 12 food in the box. T69 dump 20 hammers into the library (and continue to drop hammers into library to overflow into a work boat), work corn, fp, Growth@3 eot70 with 12 food saved. T71 work corn, 2*fp, chop hammers land T72 with growth@4 with 13 food saved. Whip library T73, work corn, fp. T74 dump hammers into workboat with multiplier (5 hammers overflow, one natural production for an awesome 2 extra hammers) and growth@3 with 12 food saved and 1 overflow, 2 whip unhappy and one wearing off eot77, so work corn, fp, scientist for two turns and corn, 2*fp for one turn for growth@4 eot77.
So T78 the corn could be given to another city, so if we have nothing to do with the capital settler, we have the option of another first ring city that can split off capital horse, TX corn and work the newly built flood plain and has a capital third ring forest that could be dumped into a forest. Mine the plains hill as well, grow on the corn for 5 turns, then steal the horse and plains hill to build the granary, then just grow and try to triple whip a library? It's an option. (Fast would be setle T78, growth@2 eot82, horse/plains hill for 3 turns, horse and corn for 3 turn (finish granary eot88), then corn and fp for 2 turns for growth@3 eot90, growth@4 eot92, growth@5 eot95, growth@6 eot97, whip library T98. 21 turns from settling to library whip, and using some granary food due to starvation in City 4.

No change for City 5, Kalamazoo. Mids eot98-ish if no one else builds it.

No change at BCR either. Need that barracks for the border pop, via the forest chop and one pop whip, then probably dump the hammers into a granary or a library. We need to have the workers back up here T78 though, minimum 2 workers present to hook the sheep and the corn. I've not done any work on this, because all the workers are running back south to mine Kalamazoo and cottage the capital. I don't see why we would need any more workers though, the six we have should be enough unless we suddenly discover another 3 happy resources clumped to the immediate south.

Grass forest T65-67, furs T68 farmed grassland T69 and growth@2 eot73 with 15 hammers into the work boat and then work both furs, so I need a single worker on the forested furs on T69 to get it camped in time. Then work both furs for a bit of commerce until the food is hooked.

Disgusting.


Barb died. I've moved the scout onto the grass forest hill form City 3, and moved the chariot onto the grass forest. The chariot has been promoted to F1 and will be fully healed and available to scout on T69, needs 1 XP for sentry, and I'm going to try and get this unit to be the HE unit. With sentry it will not be easily ambushed by barbs, and with the medic staying with it, it should heal quickly enough to rack up the few kills it needs (it should only need 3 more battles to get there.

Is the coastal location 2W of the corn an NE city? The southern copper goes to a coastal city with fish.

I learnt something new today. I did not know that there was a barb city defense modifier, nor did I know that chariots, which can't get defensive bonuses, also benefit from that defensive bonus. And yet the barb warrior still managed to get in 5 hits to the chariots 4.

Marble, but a long way away, and with fairly naff land around it. Still no happy resources, and given it looks like desert down to the east I don't think there will be any. So...junk peninsula. Probably just dump a city on the plains hill so it's not boatable but picks up both flood plains and teh corn and say "Not worth attacking" to everyone else. That fish wouldn't be claimable by the time this was settled by us, and I'm not sure OH would want to claim this land either unless it was specifically for that marble.

Due to the delays to Writing, and the abysmal tech rate, I'm reconsidering the plans for each of hte cities. THis is mostly stream of conciousness stuff, so please forgive me for that.
OK, tech sucks, no happy cap room, need to get to Alphabet. Barbs will be under the cosh shortly, fully fogbusted except for HE unit area and don't identify a current threat from a player. So spam libraries. Figure out how to do that.
ITM (Capital) has one unhappy labourer become happy next turn and can then grow to size 6 without the pig. No real need for a library for the scientists and breakeven is low on the slider, but better to dump hammers into a library whilst growing than a military unit. The warrior is needed as MP for City 5, and library is not available to build until T69. Don't want to whip ITM because I need to work cottages where possible. No forests to chop, so...just sit at size 5 on the settler until the turn that Writing will complete, then finish the warrior and swap over to the library immediately afterwards. This does not delay working the fourth cottage, it is only a one turn delay and that fourth cottage is built slightly after growth anyway, so this is fine. Hammer just dumped into a unit will go to waste anyway.

Little Brown Jug, (City2), is dumping hammers into the granary just to hold them, not expecting to finish it. OTOH, may wish to chop the granary and double or triple whip the library whilst growing on cottage and lake. This would require a few turns of working the hill tile though. Also can't get the granary done at size 3 without a 1 pop whip, and that would depress the happy cap too much. Alternative option: Sit at size 4, then 5 working lake and cottage and a grass cottage. shared with City 3. Probably what happens, I think of all the cities to be neglected for libraries, City 2 is the one that needs it least.

Slight change of plan for Mack the Knife (City 3). Finish the granary eot68. Delay growth T69, growth@4 eot70 with 11 food saved and 6 overflowed, grow on a library, growth@5 eot73, T74 work hill mine and 2 plains forests and T75 double whip the library and regrowth@4, T76 work corn, horse, 2 scientists. Sit on a settler or worker. Borders will pop to claim two further lakes tiles.

Tuxedo Junction (City 4)Granary is sitting at 29/60 so it can be double whipped into a library. Too much food here, so better IMO to just work the commerce tiles when we need the commerce. Second fp will be cottaged T68 (not great, but whatever), and second forest chopped T72. With Writing now expected eot68, whip the granary T68 with 12 food in the box. T69 dump 20 hammers into the library (and continue to drop hammers into library to overflow into a work boat), work corn, fp, Growth@3 eot70 with 12 food saved. T71 work corn, 2*fp, chop hammers land T72 with growth@4 with 13 food saved. Whip library T73, work corn, fp. T74 dump hammers into workboat with multiplier (5 hammers overflow, one natural production for an awesome 2 extra hammers) and growth@3 with 12 food saved and 1 overflow, 2 whip unhappy and one wearing off eot77, so work corn, fp, scientist for two turns and corn, 2*fp for one turn for growth@4 eot77.
So T78 the corn could be given to another city, so if we have nothing to do with the capital settler, we have the option of another first ring city that can split off capital horse, TX corn and work the newly built flood plain and has a capital third ring forest that could be dumped into a forest. Mine the plains hill as well, grow on the corn for 5 turns, then steal the horse and plains hill to build the granary, then just grow and try to triple whip a library? It's an option. (Fast would be setle T78, growth@2 eot82, horse/plains hill for 3 turns, horse and corn for 3 turn (finish granary eot88), then corn and fp for 2 turns for growth@3 eot90, growth@4 eot92, growth@5 eot95, growth@6 eot97, whip library T98. 21 turns from settling to library whip, and using some granary food due to starvation in City 4.

No change for City 5, Kalamazoo. Mids eot98-ish if no one else builds it.
Quote:Micro is straightforward. Take pigs T62, complete granary eot62, T63 build Mids. Growth@2 eot64 work pig/copper, growth@3 eot66, work pig/copper/bare grassland, growth@4 eot68, work pig/copper/bare grassland/bare grassland except T69 work pig/copper/deer/bare grassland, growth at 5 eot70, work pig/copper/plains hill mine/plains hill mine/plains hill (third mine complete T72). Does anything else fit into that? Only if we want to whip another worker or settler, which is difficult to justify given current costs.

No change at BCR either. Need that barracks for the border pop, via the forest chop and one pop whip, then probably dump the hammers into a granary or a library. We need to have the workers back up here T78 though, minimum 2 workers present to hook the sheep and the corn. I've not done any work on this, because all the workers are running back south to mine Kalamazoo and cottage the capital. I don't see why we would need any more workers though, the six we have should be enough unless we suddenly discover another 3 happy resources clumped to the immediate south.

Grass forest T65-67, furs T68 farmed grassland T69 and growth@2 eot73 with 15 hammers into the work boat and then work both furs, so I need a single worker on the forested furs on T69 to get it camped in time. Then work both furs for a bit of commerce until the food is hooked.

Disgusting.
