February 14th, 2010, 09:22
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Settler is on the move towards the copper site.
Worker ordered in JANK City. Chop started.
The Wheel in 1 turn, we'll revolt after that.
February 15th, 2010, 20:21
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Well logged in and checked things out. Carrot finished the chop bringing the worker due in 2. Perhaps we should let that one complete then start a 3rd worker and whip him without a chop?
I didn't move the settler but I did move the quecha with him 1N. The settler had a blue circle around him and I'm not sure why he would ahve been moved to that particular spot as it wasn't a direct beeline to the copper site so I decided I better leave it for somebody who has an idea of what's going on. My opinion is though that we should still settle the copper on the spot with the sign.
When the worker completes he should probably start roading towards the 2nd city straight away. 1W, 1NW would be the first road, then on the sugar? then the grass tile to connect. Then begin mining/roading the copper. Our current worker should probably mine another grass/hill (either 1E or 2W of current location) and road before cottaging tiles. I believe moving to the hill 2W, mining, roading and roading the rice would time with pottery coming in so that the first thing he can do is cottage a riverside grass tile.
I think that's all I got for now.
Athlete
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February 15th, 2010, 21:09
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Hi Teammates,
Thanks for taking care of business, things look good. I check every now and then and make an adjustment or two, or leave a sign, but I am usually in a rush and don't have much time to discuss.
I left that sign for 2nd city by the corn-copper. It's not a great city, but it has a corn and the *copper* in the first ring which is quite important since we are not creative. Unfortunately it has almost no forests. This city should work the corn and a couple of hills and be a slow military pump getting also a worker or two whenever possible. I didn't move the settler yet, please move it under Hot Dog, not directly on the city spot: no risk, and can still found the city in 2T. (Ignore the blue circle)
The Aztecs look very rushable. They don't have BW yet, so I'd say once the copper is connected whip 2 axes and send them in.
athlete4life10 Wrote:Well logged in and checked things out. Carrot finished the chop bringing the worker due in 2. Perhaps we should let that one complete then start a 3rd worker and whip him without a chop?
Exactly my thought. I think it's hardly worth whipping now, and we can get the needed 3rd worker faster.
Quote:When the worker completes he should probably start roading towards the 2nd city straight away. 1W, 1NW would be the first road, then on the sugar? then the grass tile to connect. Then begin mining/roading the copper. Our current worker should probably mine another grass/hill (either 1E or 2W of current location) and road before cottaging tiles. I believe moving to the hill 2W, mining, roading and roading the rice would time with pottery coming in so that the first thing he can do is cottage a riverside grass tile.
I mostly agree with the exception that at the new city I think that farming the corn first is better. Road to new city is more important imo than cottages, but once the road is done, we need to cottage the capital.
Thanks,
Kalin
February 16th, 2010, 00:48
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Guess going settler first worked then!
I moved our settler as suggested. He was in that strange location since Hot Dog had to catch up with him. I made a silly move a few turns ago.
I agree on irrigating the corn before mining the copper.
We should send our second worker towards the new city and use the first and third to build the road in my opinion.
February 16th, 2010, 08:06
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![[Image: inca6.png]](http://img535.imageshack.us/img535/6348/inca6.png)
Notes!:
* Kiwi Town founded! (Name subject to changes ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif) )
* Tech dropped to 60% (No gold in treasury) -> Pottery in 14. (Might throw us off-synch with that worker plan, unless you counted this too!)
* Didn't move any units except the settler. Do we want to keep the settler's guard as a city guard or let him explore? Also, should we head west with the 1st worker and start roading as suggested? I'd say: Explore, road.
* What to build @ Kiwi? I set it on worker for now. It's working the 3F rice tile btw.
February 16th, 2010, 08:46
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Given the location of Carrot Top, he can't road anything towards Kiwi town this turn, I would send him to put 1T of road into the grass/river 1S of our capital. He can then move to 1W, 1NW of our capital. Worker #2 that comes next turn, I would send to 1W, 1NW of capital and road that forest tile, then the sugar and then the grass tile. So by T40 (it's now T36) our road connection would be complete. After they could farm/road the corn and mine/road the copper. Worker #3 could probably build a mine on a riverside grass/hill while waiting for pottery to come in and then start cottaging the capital.
I also put research to 0%. We should do this for a few turns so we don't lose the benefit of the free beaker.
I also switched Kiwi town to a Quecha. This will probably time closely with pottery so could start immediately on a terrace and then spam axes. Starting worker first in new cities isn't a great idea.
Also Hot dog should go explore. The quecha that kiwi town builds can act as mp.
I can make the moves pretty much any time today if this sounds good.
Played in:
RBPB2 - Willem of Ottoman - 6th/10
RBPB3 - Joao of Inca 13th/17 or so???
PBEM6 - Shaka of the Vikings 2nd/5 (thanks Lewwyn)
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February 16th, 2010, 09:03
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Quote:I also put research to 0%. We should do this for a few turns so we don't lose the benefit of the free beaker.
What's this? Free beaker?
Quote:I also switched Kiwi town to a Quecha. This will probably time closely with pottery so could start immediately on a terrace and then spam axes. Starting worker first in new cities isn't a great idea.
Hmm I'm OK with that. Don't see why worker first isn't a good idea though! I usually do that when I won't have two good tiles to work when the city grows, and I atleast assumed we won't get both rice and copper improved soon enough (though I didn't actually count that).
Not trying to say my way or highway, actually just trying to learn new strategies ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) So don't be offended!
February 16th, 2010, 09:33
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Jowy Wrote:What's this? Free beaker?
The free beaker (I just found this out at the start of rbpb2) is a free beaker. When on 0% commerce you still produce 1 beaker. When starting the game (for simplicities sake) you have your palace (8 commerce), your starting city tile (1 commerce - unless founded on a resource) and lets say you work a grass/forest tile (0 commerce). You're now producing 9 commerce. However due to the free beaker, your science rate is actually 10 bpt. Running anything in between 0 and 100 removes that free beaker. So atleast starting out to mid game it's better to run binary research, alternating between 0% and 100%. A friendly lurker can probably provide a link to an article. I know there's atleast 1 out there ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) .
Jowy Wrote:Hmm I'm OK with that. Don't see why worker first isn't a good idea though! I usually do that when I won't have two good tiles to work when the city grows, and I atleast assumed we won't get both rice and copper improved soon enough (though I didn't actually count that).
Not trying to say my way or highway, actually just trying to learn new strategies So don't be offended!
Generally speaking it's because you need the city to grow asap. It's also an inefficient method to produce a worker. Again a lurker could probably provide stronger logic/arguments but if we're short on workers building them in new cities is not a good way to get them. Also we can whip the quecha with overflow into another or a terrace or something. We will need the quecha's so I figured that would be best.
Hope that helps ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) .
Athlete
Played in:
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RBPB3 - Joao of Inca 13th/17 or so???
PBEM6 - Shaka of the Vikings 2nd/5 (thanks Lewwyn)
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February 16th, 2010, 09:53
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Kiwi town! Great!
I suggest, as I did before, that we let Carrot do the roading and let the new worker move towards Kiwi Town a.s.a.p. to irrigate the corn and mine the copper. The new worker could also pre-road - move - pre-road - move.. etc. Carrot can finish the road then. I think that getting good workable tiles at Kiwi is more important then the road.
Do we feel safe enough to leave Kiwi alone? Riff is pretty close.. maybe if we sent him towards Ruff it would work.
February 16th, 2010, 10:04
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Nakor Wrote:Kiwi town! Great! ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
I suggest, as I did before, that we let Carrot do the roading and let the new worker move towards Kiwi Town a.s.a.p. to irrigate the corn and mine the copper. The new worker could also pre-road - move - pre-road - move.. etc. Carrot can finish the road then. I think that getting good workable tiles at Kiwi is more important then the road.
Do we feel safe enough to leave Kiwi alone? Riff is pretty close.. maybe if we sent him towards Ruff it would work.
Unless Carrot beelines, wasting worker actions, he can not reach the corn until T41. Whether he moves/roads/moves/roads or he does it with our 2nd worker the result is the same. If he ignores worker actions he can begin farming the corn on T40. Sarting one turn sooner on the corn is far less than ideal, when we can have 2 workers farming it with a trade connection established for the cost of 1 turn.
I moved Hot Dog 1W, used this turn of worker action for Carrot to road 1S of our capital. It was either that or make a redundant 2 move, where he's going to need to move to a forest next turn anyways.
Athlete
Played in:
RBPB2 - Willem of Ottoman - 6th/10
RBPB3 - Joao of Inca 13th/17 or so???
PBEM6 - Shaka of the Vikings 2nd/5 (thanks Lewwyn)
Dedicated Lurker For: Scooter/Pindicator/Noble PB8
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