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[59] Miguelito and Rusten move stacks to berimbau rythms

spreadsheet is updated. It doesn't look as pretty, but hopefully it's effective.
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fogbust on gold or on the dot? I guess the dot is better, or would you want the vision?


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Fool me once... banghead


No great harm though, we will still grow and finish the warrior in time, but just.
I realized this yesterday more or less immediately after moving the warrior, as usual. 

City 3 is up:


As said, it will work bad tiles for two turns, after that it gets started for real.



With the hunting bonus in, should we try and defend against the bear? Likely moderate risk / low reward though

Both old cities have their granaries up.

Rough plan: Paranauê 2pop whips a worker. Corta Cana grows to size 6 for a settler whip for the goldcow, with a scouting WB in the queue. AH over Sailing seemed to make sense.

Did I report that somebody built Stonehenge? T43 it fell. Hinduism is still unclaimed though crazyeye
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Seems better to keep the bear around -- stops "real" barbarians from spawning (the ones that enter your territory and ruin your day).
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Point taken. If you want to log in and move the scout, I'm out for today.
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I assume we proceed to connect the copper, but you can object if you want to delay for some reason. Worker hasn't moved yet.



I think Elkad built a metal unit? If so, it's still far away from us. Those are not 2 chariots, which would be the biggest concern.
Also he has stopped spending EP on us, so he must have met someone. If we continue without other contacts we'll end up with research visibility crazyeye



Demos don't look too swell for us. 47 CY is impressive, how many cities can that be, 4? 5? Also I can't imagine how that GNP works without 2 precious metal sources? And then there's somebody with more than twice our land. Of course, creative, and our third city claimed just 3 new land tiles. Whatever, we'll proceed to our best ability. What demos don't show are our 2, next turn 3, granaries. 

Considering I already moved last this turn, would you mind taking the turns over the weekend? It's my son's birthday and I'll be quite busy.

Paraná has 2 whip unhappy now, so will be unhappy at size 3 if we grow right away, until we improve that ivory. Corta Cana should grow to size 6 for the settler whip. Marinheiro can start a unit?
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I should be able to play, enjoy your weekend. I won't be able to log in until later tomorrow, but starting on a work boat in Marinheiro sounds alright if we're looking for a part build. Paraná can put a turn into the worker while unhappy.

Demos will catch up.
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Starting on an axe in Para as there's already 1 barbarian unit near our next city spot. We need it to secure settling I think. More important than overflow hammers into settlers.
Still undecided on axe in the other city as I'm writing this, not sure what I'll end up on between that and wb. It's only 1 hammer so not committal either way.
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Decided not to take the 75% battle with the warrior and moved back to forest, relying on either fighting at the forest next turn or killing it with the axeman that will complete soon. We've reached the important barb threshold, so expect more warriors to be moving towards cities. That bear up north is very helpful right now.

   
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thanks for covering, and for the progress.

I updated the sandbox, it's attached. Somehow you conjured up 2 additional food in the cap which had me doing tricks in WB to replicate smile

I assume we don't want to spend worker turns to chop the forest on the next dot for 10 hammers, right? Rather finish cottages... Would you be willing to spend 3 worker turns to road that forest and speed up the city by a turn? I don't think I'd want to.

What is your opinion on improving Marinheiro? It has 2 excellent tiles. Do you think a grasshill mine shared with the cap would be good? I don't see us cottaging the dry grass too soon. City needs a lighthouse asap. It can also take the wheat from the cap at times, especially if we want to take heat out of the growth cycle there (rathe rnot inclined to do so though).
Corta Cana is growing to 6 lightning fast thumbsup and will start the settler next turn. The question is, do we go for a <10 turns cycle with the 3pop settler whips? Probably yes...


Regarding the new dot (goldcorncow), your take on getting it going? My rough idea is corn->cow->whip granary 3->2. That leaves the gold unworked awfully long though. Which isn't resolved by whipping 2->1 however. Slowbuild the granary on cow and gold? The one weakness of that dot is that it has no forests first ring, but it's still awesome of course. Maybe worth chopping an out of borders forest into the granary? Still nearly half the total cost.
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