November 5th, 2013, 15:58
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Sorry for the delay in getting back to you on things, but some general comments:
1) I think I'd rather axe/spear than axe/sword, but I don't have a huge problem with sword. I'm slightly with Noble on this one, but I don't feel strongly, so if you do I'm happy to go with that. There's also a strong chance this comment is coming too late, so in that case ignore me.
2) Tech path comments look great. That's more or less what I was thinking, but it's great to see some numbers to confirm it'll line up.
3) I agree with you on the dye location. Two more comments that support this: Lewwyn already has 2 sources, so he's not going to be desperate to get more, and also if he wants more, I think he's far more likely to look to Nakor's dye-claiming spot than ours. Anyway, main problem with B is it will be horreeeeendously slow to start - seriously it will be brutal. Nothing we can do about that, though. It will pay off longterm. We need lots of culture into that city, and it lacks the forests to chop it in or the food to whip it in, so we'll have to figure something out there.
November 5th, 2013, 20:27
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I would still consider 2W1S of dye city A...
November 5th, 2013, 20:49
(This post was last modified: November 5th, 2013, 20:52 by pindicator.)
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Turn 111, Part 2
How the hell did I miss this in all the map updates?
This is just northeast of our Moai location and north of the next settler we're going to plant. I think we need to settle this after our next wave -- and soon enough that I want to start a settler on it right away. Maybe the capital can pause on a settler for a while now that it's size 10? Right now I see 3 cities for that island: on the forested hill in the south to grab the fish & clam. One the east coast to grab the clam and lake. And in the west between the pig & corn. Considering we're FIN, we may want to dotmap it for 4 though.
I started a galley in Valiants. Gonna need more boats if we're going to keep going east.
Turn still not finished. I haven't figured out how to pop borders at the jungle dye city any faster than by just letting it sit there until we revolt to Caste. Yes, it's that slow.
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November 5th, 2013, 20:51
(This post was last modified: November 5th, 2013, 20:53 by NobleHelium.)
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Looks like 1E of corn, 1S of lake, and on the desert.
November 5th, 2013, 20:58
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(November 5th, 2013, 20:51)NobleHelium Wrote: Looks like 1E of corn, 1S of lake, and on the desert.
I like. 1E of corn is going to be a monster.
November 5th, 2013, 21:26
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(November 5th, 2013, 20:58)Cyneheard Wrote: (November 5th, 2013, 20:51)NobleHelium Wrote: Looks like 1E of corn, 1S of lake, and on the desert.
I like. 1E of corn is going to be a monster.
I want a settler there ASAP. It's a 5t build out of the capital, or we can whip it elsewhere while we build the garrison units for it out of the capital
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November 5th, 2013, 21:33
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Or how about this: since i can't figure out how to get a border pop pre-t130 with the Dye city, why not just move the settler from the dye city up to that new island?
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November 5th, 2013, 22:13
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Turn 111, Final
I decided that we should stick with the jungle and I was too impatient to wait for scooter. At worst we can 5-turn a settler at the capital and grab that spot next.
So settler and workers are headed to the jungle. Then the turn rolled, and WilliamLP built ToA. We got our Great Scientist. And I found a bug:
No worries, I can get the right number of citizens back by clicking the governor.
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November 5th, 2013, 22:23
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November 5th, 2013, 22:28
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(November 5th, 2013, 22:23)NobleHelium Wrote: How'd that happen...
Here's a hint: I couldn't have made this bug happen before turn 112
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