WAR!!!!
Ok we've met someone, which doesn't necessarily mean war...
Ok we've met someone, which doesn't necessarily mean war...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
[SPOILERS] One Jump Ahead
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WAR!!!!
Ok we've met someone, which doesn't necessarily mean war...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
It's time for something experimental! This one's for the lurkers. Micromanagement plans are usually described with a tall pile of turn by turn orders. Sometimes it can be tough to follow along when you're not very familiar with the situation. But fear not! I promised you entertainment, and entertainment you shall receive! Now you can watch it all play out in front of your very own eyes in a relatively short video! Notice that you can change the quality with the gear button, and watch in full screen by pressing the right-most button. Enjoy, and let me know what you think of it. Be honest.
I haven't forgotten you guys who lurk at work though ![]() T44: Worker chop riverside forest T44: Settler ready, start worker (high overflow) T44: Move settler to plain hill T45: 2nd city (Jafar) founded, work sheep T45: Abu works fish, cottage, mine T47: Writing in, start mysticism T47: Chop in T47: Worker ready, start library T47: Workers move to copper T48: Workers start mining copper T50: Copper mine ready, make a road T51: Make another road, connects Abu and Jafar. T51: Mysticism in, start polytheism T51: Warrior ready in Jafar, start settler T51: Move warrior out to fogbust / defend T52: Workers chop riverside forest for Jafar T54: Chop in T54: Abu grows to size 4 T54: Double whip library in Abu, work fish and mine T55: Library ready, start work boat T55: Workers go connect road to green dot city (Jasmine) T57: Work boat ready, start another work boat T57: Start moving work boat towards northern crabs T57: Workers go chop riverside forest for Abu T58: Polytheism in, start masonry [NOTE: Religion in general changes things, this is all assuming we don't get one] T58: Settler ready, start axe T58: Move settler towards green dot T59: Chop complete, build mine on hill 2N of Abu T59: Abu works fish and cottage T60: Work boat ready, start axe T60: Abu grows to size 3, work fish and two cottages T60: Jasmine founded T60: Northern crab improved T60: New work boat moves to southern crab T61: Southern crab improved [NOTE: Should probably switch to work the crabs now] T61: Jafar grows to size 2, work sheep and copper T62: Masonry in, start monotheism T62: Axe ready, start settler T62: Move out axe T62: Mine ready, next chop riverside forest T65: Abu grows to size 4, work fish, crab and two cottages T65: Chop in, workers start roading north to next city site T66: Whip monument in Jasmine T67: Monument ready, start granary T67: Monotheism ready, start monarchy T67: Whip settler in Abu T68: Settler ready, start axe T68: Settler moves to north city spot T69: Abu grows to size 5, change build to worker, work fish, crab, two mines, one cottage T70: Fourth city founded PS. Anyone know a good host site for a save game file? I have a save game file that is played identically to our live game. Might be interesting / useful to some.
Sorry I missed this earlier. My only comment is that seems awfully early for a library - I really doubt its the right build at that point in the game.
I'm also unsure if the axe is necessary for Jasmine, though I understand its needed for growth, and the workout for the southern crabs is probably a waste at thus point because it is 15 hammers for only +2fpt. Sorry if this came too late ![]()
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(July 5th, 2013, 15:01)Qgqqqqq Wrote: Sorry I missed this earlier. My only comment is that seems awfully early for a library - I really doubt its the right build at that point in the game. NP! I really wanted to get the library built relatively early because we were already balls deep into researching the tech for it. Abu needed to build something that can let it grow after the double whip. It was either a library or a work boat, but if you think we don't need the southern crabs improved any time soon, then library was probably a good choice. We can switch to a worker when Abu grows to size 4 and finish the library naturally when the city has to grow back from the next whip. I'll need to give the ol' sandbox another run for the specifics, but I definitely think it's doable and it's something I've been considering already. William thanks for the recommendation ![]() ![]() Called it, we have a neighbor just over the sea. We might want to keep the scout away from him. He's a bit nuts. ![]() Here is the world as we know it. Now I'm really wishing those lions hadn't been there in the east. Would have been nice to know if the land bridge extends further and leads to another landmass. ![]() There are ice and tundra, so we're at the very bottom of the map. (borders popped this turn) ![]() And just an overview shot of what's up, for you guys who ain't got no time for reading.
Not a big fan of reloading for a misclick. Only accepting the request because I think it will make a better game when everyone are in high spirits about their gameplay.
I've been doing a ton of sandboxing. This is a really relentless start imo. Very low on food resources. For our first three natural cities, there is only a single land-based food resource, and even that is just a sheep. Rushing cities further out yielded better results in both production and food, but was very risky and a single barbarian could wreck the game for us. I know a lot of people here want to run farmers gambits with the reasoning that they wouldn't want to spend a year playing in a game that they are losing, but that's just something I don't agree with. If I only enjoyed playing when I was winning, then I wouldn't play at all. We've come too far to abandon the library plan. We don't gain anything by not going through with it. There are other things to improve upon, though! Mainly the idea of chopping out a settler from Abu after it has completed the work boat for our third city and grown to size three at the same time. That's much better use of the chop, and the earlier we get the stronger cities founded the better. As for workers, I want to time it so that when the two we've got start heading north to improve our fourth and fifth city, that's when we get new workers for the original three cities. Even though for a small while we'll have a low worker ratio, it should be fine with the start we have. Also a question to Q or lurkers, am I right in thinking that a granary would benefit Abu more than improving the southern crab? My reasoning was that granary always saves food no matter what size we are and whether we work a certain tile or not, and also that we should rather be working an extra cottage to grow it than working the crab. Eventually we'll have both of course. ![]() ![]() Rest in peace unnamed super scout ![]() Without fear you heroically brought us knowledge of the unknown lands, knowledge that will be useful for years to come. From tonight to the end of time, no citizen of Agrabah will ever forget your name. On the bright side, we're guaranteed a coin flip on landing Hinduism! If we land it, I'll once again start tweaking our plans. Maybe I should this time post the new ones in detail. ![]() Yay! ![]() ![]() Things to think about: 1) Should we still get Masonry and Monotheism next for the Organized Religion civic and possibly Judaism? 2) If no, what should we tech next.. Mathematics? Sailing? 3) Do we need Monarchy so soon since we have extra happiness from religion now? 4) When to get Priesthood for temples? Temples are cheap for us btw. 5) Run a scientist+priest specialist in Abu for a GP when it's bigger?
Where would we get a priest slot?
Because if you're thinking of a temple, then please don't - even with spiritual their still a big waste of hammers. Get us some workers/settlers! Same goes for the library really - I know we've sunk hammers into it, but I seriously don't think its worth the pop, let alone scientists at this stage. Remember the myth of the sunken cost... As for the questions: I definitely don't think its a good idea to head up mono atm. We're already committed to the monument (right? Its been awhile) at the second city, so we don't need missionaries till then at least, and we definitely don't need to land Judaism. As for other techs, id go up the top of the tree - maths or calender or even currency edit: or sailing, though make sure we either need it for trade routes soon or want a boat first. As for monarchy, I don't think we can hold it off too long, but isn't urgent either - maybe at 5ish cities. Priesthood can wait IMO. Regarding farmers gambit, I definitely don't think we should be going entirely unprotected, but nor do we need to be carting axes till they can actually spawn with them - basically, we needn't hold a garrison that can kill the enemy outside the gates, but we should have A garrison. Oh and I don't think we need to aim for too early a academy/GP - the cost is too high and even once we got a academy we'd still not be really using it while we're REXing (as the sliders low). Basically, lets ignore specials for now.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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