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[SPOILERS] There Can Only Be One Suttree - French Fredrick - LOL, Sut?




EVENTS
*Finished workboat. I grow to size 5 in 2T
*Stupid bear is back, chasing my sentry away from the ivory city site.

DEMOS
[Image: qTJyxRF.jpg]

OVERVIEW
[Image: hufKuaB.jpg]
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And Lo, we shall be a seafaring nation.

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Holy pumped capital, batman! You gonna share that out soon?

Also, missing something:
[Image: goldencompasspolarbear.jpg]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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OK - so strategic resources are uncovered, I know the location of my nearest rival (I think), and I've researched the basics. It's three turns early, but I thought I should bash out a "State of the Empire" report. I get graphs on Azza next turn, so I'll post espionage then, but everything else today.

First T47 - Sisu settled his third city and a warrior is scouting just north of Newfound Gap.

For reference, here's what I've seen of his land:

[Image: ZAW6zK5.jpg]

I've been watching the horse east of Moscow and Sisu has yet build a pasture, so I suspect his second city was S or SW of his capitol. Despite 2T vision from Newfound, I can't see a border, so I can rule out a city 5T from his cap due north of Newfound. My suspicion is that he settled his second city for copper and his third city for horse. My first chariot rolls of the line T48 - he's intended as a scout, but it would be nice if I could gain some turn advantage by scaring Sisu just a little.

Note to self - even if Sisu leaves a city or worker undefended, I'm not sure I want to attack. I can expand out to 9 or 10 decent cities in my immediate sphere of influence - I'd like to get them up and running without the added cost of skirmishing with Sisu. My goal would be to provoke an unplanned whip.

I wonder if it is possible to maintain a stable border with no diplo? I guess I'll find out.

Here's what the demos look like at present.

DEMOS
[Image: xMeQdPO.jpg]

GNP is inflated because I'm researching pottery with all prereqs.

So what's the plan? Here is an overview map with development 'til around t70.

OVERVIEW
[Image: 9Gb4ga6.jpg]

WORKER PLAN
Code:
W1
T50 - Chop 7 of Clingmans
T51 - Move 2 of Silers
T53 - Road 2 of Silers
T55 - Camp 4 of Silers w/ W2
T56 - Road 4 of Silers w/ W2
T57 - Chop 88(pre-W2-T52) of Clingmans w/ W2
T59 - Cottage 22(pre-W3,4-T56) of Newfound
t63 - Cottage 21 of Newfound
t67 - Cottage 2 of Newfound
t68 - Move 9 of Silers

W2
T51 - Mine 44 of Clingmans
T52 - Prechop 88 of Clingmans
T53 - Prechop 2 of Silers
T55 - Camp 4 of Silers w/ W1
T56 - Road 4 of silers w/ W1
T57 - Chop 88(pre-W2-T52) of Clingmans w/ W1
t59 - Chop 2(pre-W2-T53) of Silers
t60 - Move 98 of Clingmans
t61 - Premine 98 of Clingmans
t64 - Chop 98 of Clingmans
t67 - Mine 98(pre-W2-t61) of Clingmans

w3
T50 - Chop 2 of Newfound
T52 - Cottage 4 of Newfound w/ W4 (finishes t53)
T55 - Cottage 1 of Newfound w/ W4
T56 - Precottage 22 of Newfound
t59 - Build road to Charlies w/ W4 (3 segments)
t61 - Pasture 7 of Charlies w/ W4
t63 - Road 7 of Charlies
t68 - Farm 8 of Charlies

W4
T53 - Cottage 4 of Newfound w/ W3
T55 - Cottage 1 of Newfound w/ W3
T56 - Precottage 22 of Newfound
T59 - Build road to Charlies w/ W3 (3 segments)
t61 - Pasture 7 of Charlies w/ W3
t62 - Move 1 of Charlies
t66 - Mine 1 of Charlies
t71 - Farm 2 of Charlies

W5  
t61 - Move 78 of Clingmans
t64 - Chop 78 of Clingmans
t65 - Board Galley
t66 - Move Copper
t69 - Road Copper

Of course things can change, but planning like this is useful if only to think through what is possible. My initiial research path is Sailing (~T60?)->Writing (~T69?). Given the absence of happy and two commerce cities on a border with Sisu, I think the return on Monarchy is excellent, so that will likely be the long term goal. The security of whipping under hereditary rule is nice too.

I'll need to take a look at the numbers, but assuming I continue expanding I'm not sure the return on an early academy at Newfound is all that great (in fact I think it might be less than settling) so I tentatively plan to bulb mathematics.

Here are some sketched micro plans:

Clingmans Dome
Code:
t47,5  10f/t  8h/t   4f   0h+40(Chariot-30),18h CHOP
t48,5  10f/t  8h/t   14f  36h                   CHARIOT
t50,5  10f/t  8h/t   14f  72h+20        CHOP
t51,5  -f/t   -h/t   14f  0h(Chariot-30-17=13h) REVOLT,SETTLER
t52,5  10f/t  8h/t   14f  0h
t53,5  6f/t   12h/t  24f  8h
t54,6  10f/t  8h/t   0f   0h(Settler-100-7=93)  CHARIOT,GROW
t56,6  8f/t   12h/t  0f   36                                      
t57,6  8f/t   12h/t  0f   56+20                 CHOP
t58,6  8f/t   12h/t  0f   0h(Worker-60-3=57)    SETTLER-(SHEEP T60)
t61,6  8f/t   12h/t  0f   0h(Settler-100-3=97)  WORKER
t64,6  8f/t   12h/t  0f   0h(Galley-50-40=10),60CHOP
t65,6  8f/t   12h/t  0f   60+2                  GALLEY
t67,6  7f/t   15h/t  0f   0h(Lighthouse-30-5)   SETTLER-(COPPER T69)
t69,6  9f/t   13h/t  14f  0h(Settler-100-5)     LIGHTHOUSE

Clingmans has to do everything until my next city (Silers Bald) gets basic infrastructure in place. The settler is out T51, I revolt to slavery, and Silers is settled T52. Hooking the ivory allows me to grow Clingmans on to a plains mine bringing my cap to an even 20FH per turn. I get my second chariot t54 during growth. I get an unhappy citizen t54-t56, but this isn't a problem since I will be building another settler for the Sheep city site due t58, settled t60. Once sailing is in, I can chop out a galley and settle for copper t69. I will finally be able to share out all the food in my cap to two city sites on the ice island. Clingmans will evolve in to a great hammer city working 3gh,1ph, the deer, and the lake. If/when I enable the heroic epic, it will be built here as the massive food surplus will make it easy to further grow on to plains farms and workshops, reclaiming the cow. Post civil-service, I can spawn off some farms from the lake to make the ridiculous tundra-hill filler site viable. Interesting to note that Clingmans will not need a granary.

Newfound Gap
Code:
t50,3  7f/t   4h/t   3f   33h+20                CHOP
t51,3  -f/t   -h/t   3f   0h(Granary-60-12=48)  WORKER,ANARCHY
t52,3  3f/t   6h/t   3f   0h               
t53,3  3f/t   6h/t   6f   6h
t54,3  3f/t   6h/t   9f   12h
t55,2  4f/t   4h/t   12f  18h+30                WHIP(10)
t56,2  6f/t   4h/t   16f  0h(Chariot-30-4=26)   GRANARY
t57,2  6f/t   4h/t   22f  4h
t58,3  6f/t   4h/t   16f  8h                    GROW            
t59,3  5f/t   4h/t   22f  12h                    
t60,4  5f/t   4h/t   14f  16h                   GROW
t63,4  7f/t   4h/t   14f  20h
t65,5  4f/t   4h/t   14f  24h                   GROW
t68 SET NO GROWTH
t69,5  ?f/t   4h/t   30f  0h(Library-90-2=88)   CHARIOT
t70 WHIP LIBRARY

Newfound is my initial commerce city - it gets a library immediately after Writing is in - sketched above for t69. The goal here is simple: to grow cottages and farm great people. This is made much easier by the helper city of Silers Bald - though it makes the micro a pain. I can access +9 food surplus when I need to grow, and drop to a perfect +4 when I reach the happy cap. I whip here only to build infrastructure.

Silers Bald
Code:
t52,1   5f/t   1h/t   0f   0h(Granary-60)
t56,1   3f/t   1h/t   20f  3h
t57,2   4f/t   1h/t   1f   4h                     GROW
t59,2   2f/t   4h/t   9f   6h+20                  CHOP
t60,1   5f/t   1h/t   11f  30h+30                 WHIP
t61,1   5f/t   1h/t   16f  0h(Barracks=50-1=49)   GRANARY
T63,2   2f/t   4h/t   14f  3h
t65,2   6f/t   1h/t   18f  11h
t66,3   5f/t   4h/t   12f  12h                    GROW
t67,3   5f/t   4h/t   16f  0h(Chariot-30),16h
t69,4   ?f/t   ?h/t   14f  8h                     GROW

Silers exists only to access the ivory and assist Newfound Gap. When Newfound is stagnant, Silers has a healthy +7 food surplus which it will use to whip and build units. After civil service, the irrigated corn and farms spread from Clingmans will make Silers a lesser production centre for the empire.

Also,
(wait for it)
BEARS
[Image: u3MEJon.jpg]
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EVENTS
*Sisu retreated his warrior. Thanks Sisu!
*Finished my first chariot, named "Meta" as a reminder not to get too ambitious. He was going to scout NE, but that pesky bear is still lurking near the Silers city site, so I went off in that direction in hopes of an easy promotion - if I attack, I have 95% odds for +2xp on the chariot. The turn rolled after I played (with Sisu moving around my borders I feel a need to maintain the turn split) and the bear moved in to the fog. I really want to get that chariot out exploring, but the xp would be nice, so I'll probably camp T49, attack T50, rest at Silers, then head out.
*For future reference, here are all the graphs for myself, Sisu, Xenu, and Azza.

DEMOS
[Image: mhrPgE8.jpg]

GNP
[Image: 3OmlTgV.jpg]

MFG
[Image: TEUDV2F.jpg]

CROP YIELD
[Image: OMUVaTt.jpg]

POWER
[Image: UYtnDTT.jpg]

Now that I have units to move, I'll start attaching overview maps again for personal use. Beware these files may get large.

OVERVIEW
[Image: 6RaGeyx.jpg]
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EVENTS
*As planned, camped near the bear. Will kill it next turn.
*I chop next turn to get the settler out T51 with 17h overflow in to a second chariot. Hopefully that will be it for military until I get the copper up.
*Borders pop T50, curious to see what is on the ice island. If there are furs, I might change my plan to Currency instead of Monarchy.

OVERVIEW
[Image: 7Ci2BGP.jpg]
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What a waste.

[Image: ydXCS0f.jpg]

It could be worse.....
I finally took a look at the graphs I posted and it seems I missed Azza getting screwed (again?)
Don't know how I missed that on civstats, but clicking back it seems wetbandit/kurumi did the deed. Fight on azza.
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BEARS
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His lineage has lasted one hundred thousand generations. Each one has grown successively larger and crueler. While young, he had a playful curiosity has been shed so to become as hard and ravenous as his abandoned mother. Flesh or fibre, it matters not as he searches for anything to stoke the flame within for the coming winter.

And so he sits on his hind, gnawing upon marrow within the shattered bones of man and horse over a mound of carved wood splintered by claws. The scavengers will come soon but he cares not for his belly is full and his anger satisfied. BEAR turns upon his paw and heads deeper into the great woods that he has has no comprehension of yet calls home.
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It's like Skyrim, where you can kill a dragon but not a bear.
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