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Kuro's Bizarre Adventure (Kuro spoiler thread)

I'm sorry to hear that. I can pick up more turns this weekend if you need me to do so.

Here's the current situation:




I guess my print screen key is finicky because I had tried to take a shot of the demos to show we moved up from 11th to 10th in soldier count on account of The Wheel.lol

The capital is a beast: It can slow build FWs at 3 turns or complete a settler at 5 turns. We very likely need a warrior or workboat to go scout east.

I started the settler in Kars, the chop should go into it next turn. We'll be able to whip it in 3. Two fast workers will be able to start improving the sheep next turn.

Turned on max tax, pottery is 4 turns at 100% research, so will be done in 5 turns.

Where do you want to settle for the 4th city? The fish spot north of the capital may not be awful right now, although it doesn't really claim much new land. It will be able to work the rice say when the capital starts working cottages. I feel like the horse/sheep spot to the west might be a reach, but I don't have too strong of an opinion.
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Not sure Horse/Sheep is a reach in terms of distance, because we don't have any neighbors there, but it might stretch our Fast Workers a bit thin, Fish could go faster with 1T chopped WB. Pretty hard. Fish city also would have lower maintanence, I really wish the Scout didn't die. I'll think on it, maybe slight leaning towards Fish since we have no neighbors for horse needs.
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Said cat just actually croaked, so it might be nice if you could take the next turn or two like you asked about.
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That's rough, I'm sorry for your loss.

You're right, the horse plant isn't so far. I caved and started a 3T axe in the capital, it will grow in 3T also.
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Alright. Thanks.
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Chop went into the settler in Kars, it will have 50/100 on the settler next turn, making 15f/h. We can whip next turn or save it for a good chunk of overflow.

DBM will grow next turn and with no Hindu spread, can whip its monument.

Settler can make it to Horse/Sheep in 4 turns going south and 5 turns going north. Going south has slight risk of animal/barb interference.

Revolt to Hindu I think makes sense while the Settler is moving.


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Capital's borders popped, revealing an eastern fish. Exploration drastically needed.




Either the warrior or the axe can move SE to explore. I'm thinking of sending the warrior there or waiting for a scouting WB. I had some inclination to send the axe to the west since any barb unit would be a threat to the proposed 4th city, unless we use the whip OF to build another axe in Kars. I don't know if that's the best use of those hammers.

To that end, I miscalculated the amount of overflow in Kars as it will be 28 with a 2 pop whip. The completion of the sheep pasture improved the yield by 3. We can use the overflow to put into a scouting unit, like a WB, a FW (and then grow back to 3), or simply choose not to whip and slow build Settlers. This is a shot from last turn:




A chop is ready to go into the capital this turn. I left the capital on a FW which will build a FW in 3 turns, but 2 turns with the chop. We could also build a scouting WB this turn and then continue on with FWs.




Demos from this turn before any proposed whip of Kars. I also finished a portion of the road network to DBM since it wouldn't get a spread (probably) without being connected to the trade network. crazyeye The workers are aligned such that they can finish a mine for DBM when it grows to size 2 and meander over to road afterward.

Anyway, let me know when you're ready to come back.
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Played the turn. Whipped in Kars, regrow in 3. Figure a WB in Kars and Overflow from that into a granary.
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Sorry about all this Wetbandit, I've probably been a really bad partner and now the HDD thing is screwing this all up. I'm sorry.
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Some things you can't control. Don't worry about it.
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