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[SPOILERS] Team BASTARD settles on deer.

I think i put 1t of a farm into that tile SW of Troubleshooters where the worker's roading now. He had a turn to kill while waiting to go farm that corn, and that was really the only semi productive thing he could do. just FYI
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(May 9th, 2014, 07:17)BRickAstley Wrote: I think i put 1t of a farm into that tile SW of Troubleshooters where the worker's roading now. He had a turn to kill while waiting to go farm that corn, and that was really the only semi productive thing he could do. just FYI

Yeah, things are tough until you unlock the worker techs. I'm probably going to cottage the tile, not farm it, because we've the corn and the clams. But better to have the part-farm than to just waste the worker turn. I expect most of my partial improvements now we have the Wheel will be roads, though.

Looks like we've got a long while to wait for our hut frown. Glad Caledorn's got a better backup regime than me, anyway! On the other hand, if I understand the tech tree right, any tech we can pop right now would be useful.
EitB 25 - Perpentach
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So, we've got an empty tech box, we're next to a hut, time to find out what reward we get...




Dang it! I knew barbs was possible, but I'd talked myself out of believing in them.

I hate to do it, but I'm going to slide Archery into the tech queue now. Worst case, we'll lose our warrior without causing any casualties, and see the pair of these arriving in 9 and 11 turns, respectively. I'd much rather face that with an archer than a warrior. Only a three-turn delay. And we were likely to want archers anyway to keep Azza from getting any bright ideas.

Next scout will be either a chariot or a workboat or a galley. I guess I'm leaning chariot, since we want to see the interior as well.
EitB 25 - Perpentach
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Yeah, I'd say archer build is best here. And definitely chariot first. Useful for keeping Azza honest and scouting out the rest safely. I'd definitely like to grab as much of the continent first before worrying about contesting Boldly Over The Seas.
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Well, I'm not certain we need to build an archer yet, the barbs might lose. Or more realistically, might head for Azza, it's about equidistant. We'll have at least four turns warning due to the capital borders, that's plenty of time to scrape up 25 hammers. But I want to have the option, just in case.

Mechanics question for anyone reading (all three of you...): Do granaries fill up when you're building a foodhammer unit? Or do they only fill when the city's food box increases?

Context: Friend Computer is finishing up a worker, and also needs to get a granary in place. I don't want to whip the granary until we can let it grow - but if the granary fills while building the worker, then it might come out ahead to insert the granary and whip it before finishing the worker.

Of course Troubleshooter is already working on its granary and will whip next turn. But it's an easier choice there.
EitB 25 - Perpentach
Occasional mapmaker

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Well, it could have been worse.


Only one incoming warrior now. And maybe it gets diverted north. Or toward this guy:



Yep, neighbors know where we are. And we haven't found them yet frown.

Finally, I had a bright idea. Which may be stupid, but I can't see much downside. Instead of waiting a turn, putting a turn's production into a granary, waiting another turn, then 1-whipping the granary to completion...I just 1-whipped the worker who was about to finish. Which ought to end up with ~30 hammers of overflow, which should complete the granary next turn. Advantages I see: done sooner, done closer to half-full foodbox, whip unhappy starts running out immediately. Disadvantages...um, well, we worked one fewer tile for a turn. Seems clever to me, and pretty much only possible as Pro, but maybe I'm overlooking something.

We'll have two granaries in place next turn, the third turn after getting Pottery. I like Pro! Hopefully this lets us start catching up on demos and city count and so on.



Also, we completed the trans-Spain roadway this turn. So next turn we ought to finally have trade and start getting rolls for Buddhism spread. Next priority: improved tiles for Troubleshooter to work. Going to be mostly cottages, although if Buddhism spreads, then a workboat will be in order as well.
EitB 25 - Perpentach
Occasional mapmaker

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Now that we've got granaries, it's time to grow grow grow.

Still think I'll be building an archer, but an extra warrior won't hurt anything.
EitB 25 - Perpentach
Occasional mapmaker

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So, it being a round number and all, I guess I should report on T50. Not much to say, though. Growing cities, filling granaries, building cottages and roads. Soon we'll push for city 3 and worker 4. Teching toward being able to camp the furs and find the horses, after which probably Sailing is best.


EitB 25 - Perpentach
Occasional mapmaker

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I should really try to report more often. Short version: we've bounced both cities off their happiness caps already, before even wearing off whip unhappy - granaries are just that good. Next up: settler and worker. And whips, although it's not as straightforward as it used to be pre-RBMod; probably need to half-build each item before 2-whipping it to completion. Still planning to reach toward Azza - then go for copper and probably the Fish/Ivory spot (need moar happy!)

Haven't gotten a Buddhism spread yet frown. I thought the odds were better than this.

Meanwhile we're researching Animal Husbandry finally. Looking forward to knowing where horses are and getting another point in our happy caps.
EitB 25 - Perpentach
Occasional mapmaker

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you did good on the granary, granary does not fill while building workers/settlers.
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