November 25th, 2012, 15:33
(This post was last modified: November 25th, 2012, 15:34 by NobleHelium.)
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Erm, I said I favor NOT growing. I want to explore the entire island.
Worker turns on dry cottages are pretty useless, I agree but I'm pretty sure we can put those turns to better use. Like roading to the copper for example with the worker at the cap.
November 25th, 2012, 21:07
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(November 25th, 2012, 15:33)NobleHelium Wrote: Erm, I said I favor NOT growing. I want to explore the entire island.
Worker turns on dry cottages are pretty useless, I agree but I'm pretty sure we can put those turns to better use. Like roading to the copper for example with the worker at the cap.
Good point about exploration; i did not consider thqt and knowing if we should rush a galley out of NHL is valuable info.
November 26th, 2012, 23:50
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Turn 042
Grew to size 4 last turn and now we're chopping into the next settler:
A number of people whipped last turn, so we may be behind in city #3. I took a look at whipping this settler to completion - and while we could swap to granary next turn, then whip the settler t44 and overflow everything to complete the granary while at 12/24 food -- we run into issues with getting city #3 up and running.
We also looked at some ways to start city #3 off, and it looks like monument directly after the work boat is the best solution. The idea is to get that corn under culture as soon as possible, and it appears to pay off. I like the idea of chopping the monument - it gets us the most food, but we do have a bit of a tile improvement issue
Demos:
And the real prize: we got scooter's graphs at the end of the turn:
November 27th, 2012, 22:07
(This post was last modified: November 27th, 2012, 22:10 by NobleHelium.)
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Heh, Buddhism founded by rego. Clearly we should have picked Med just to beat him by a turn to stick it to him for killing our scout.
He also founded his third city.
OAT worker roads NE of OAT, and other worker 36 and put a turn into a cottage, yes?
November 30th, 2012, 01:35
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November 30th, 2012, 02:22
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Was having some connection problems with the forum. Was I the only one? Getting SQL errors and when the pages did load it took over a minute. So I played more X-COM and got my ass handed to me by aliens. It goes so well and then one bad mission seems to doom the whole game.
Anyway, quick update because I'm going to bed.
Turn 45
The last few turns we've landed Hinduism in NHL and finished a settler in OAT. Rego and Ichabod both already are at 3 cities, so we really aren't doing so hot for being IMP. Noble and I disagree a little with how to play the early turns, I'm sure.
Scooter finished Writing last turn. Rego finished Meditation the turn before. Pity we didn't pick Meditation; we could have beat him to that by half a turn.
What's next out of the capital? Keep up with the granary or go for a worker/settler straight away?
November 30th, 2012, 02:30
(This post was last modified: November 30th, 2012, 03:03 by NobleHelium.)
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I don't think IMP necessarily translates to faster/more cities than EXP does. I'd say it generally doesn't, otherwise IMP would probably be the better trait.
I would grow to 5 in the cap. A worker might be a good build though.
November 30th, 2012, 10:15
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Its the IND/CHA guy thats built a wonder and has three cities that bugs me
November 30th, 2012, 10:46
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(November 30th, 2012, 10:15)pindicator Wrote: Its the IND/CHA guy thats built a wonder and has three cities that bugs me
Does it help to say "the India guy"?
November 30th, 2012, 10:55
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India guy does not follow the normal rules of physics, correct.
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