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[59] Miguelito and Rusten move stacks to berimbau rythms

The extra 2 food in the capital is probably from me working ivory over PH mine. Slowed down growth in 2nd city by 1 turn, but deemed it worthwhile as it sped up the axeman which seems needed and we didn't have an improved tile for it yet anyway.

Yes to completing cottages.
Yes to grass hill shared. I was thinking we'd do that with the 3rd worker after completing the river cottages. That city can loan wheat on size 3 to speed up growth to size 4 (and 2 pop whip a worker or axe before giving it back).
Yes to settlers more often than every 10th turn. We've got gold coming for +1 happy as well.

goldencorncow: How soon before we get our next settler from the capital? If we settle the pig north of it with our 5th city we can possibly chop the granary to completion on size 2. Even chopping out of borders should be worth it over whipping away something like gold or cow.

Do we pasture the capital sheep before moving (and finish the road 1s of it)? I presume so.
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I arrived at the same hammerboxes as in game, but with 2 food less. Whatever, it's welcome noidea smile

I did a very rough sandbox run with max food in the cap, which had me founding cities 4 and 5 turns 56 and 62. That is in time to chop the size 2 granary for city 4. Maybe we can 2pop whip a settler from Paraná instead of another worker and get city 5 even faster, although that would run pretty low on workers.
Another question that arose was with 2 workers at city 4 when founded, is it better to improve the cow first (2t) or the dry corn (3t, but 5f)?
Also need to get the gold connected asap even if not working it yet, because the capital gets unhappy and can't work those cottages a lot of the time (also whipped down to 3 it does not want to not work 3 food resources of course). So I'll look into moving a third worker towards city 4.

The road by the cap does not speed up the settler, so I'd argue we'd rather spend the worker turn on a cottage at this moment.
Pasture yes, as soon as we get the tech (next turn).

Also considering to spend a worker turn to road the jungled gems instead of the bare grass, which will be useful later if we want to chop that jungle with 2+ workers come IW.
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Road 1SW of capital does speed up settling with no other roads I believe. It only takes 2 turns to get to the forest we're settling on. Without it it's 3. If you're roading all the way to the city it doesn't speed it up though, and maybe that's alright considering we need the gold hooked up early too (and it will speed up improving cow if we do that before gold).

If we have both workers in place and idle when the city is settled cow first should be better. At least if we consider the hammers relevant (I do) -- most likely part hammers into axeman while growing.
That said, going cow first wastes movement going back to corn without a road (and roading cow is pretty useless rn), so maybe corn --> cow --> gold --> cottage fp is best. I'll play a quick sim later to get a feel for it.

edit: road 1SW of capital does speed up later settlers and moving barb defenses around, so if we have time for it before leaving the area I'd definitely complete it. It's only 1 worker turn.
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Ok I think I have the micro for the next 7 or so turns down more or less, with some room for modifications.
We can have 3 workers around to finish the corn farm the turn after founding, which results in 1t faster growth. The question then is whether gold or cow next, I think gold because of the happy.

We were 3beakers short of AH which is a bit annoying of course, so we can start on the pasture only next turn. Workers making use of their time cottaging, so it's not too bad. With city 4 going corn first I suspect that maybe Sailing first would have been better, as it's quite a key tech for us, but if horses pop up conveniently that changes that maybe.

I have thought about tightening the dotmap:


The red dots are what we had, the white ones are new. I like the one SW of the pig quite a lot for a 5th city. It can get founded a turn before the red pig (road the sheep), which is quite helpful for the granary chop at the blue dot (which it also enables with the forest SW of it). Then it shares a lot of cottages on the river. With the red dots the capital in particular is short on helpers, and E of pigs is quite reachy for 5th, with implied complicated logistics.
The downside is the weaker border region. W of cow is required to get a hill border city, N of pig would be better but requires us to trust Elkad (or our deterrence) a lot. The good border city options from the red dots would orphan the hill pig. The white dot N of stone is a rather sad filler, but Fin coast should surely make it worth it.
Or we decide not to care too much about the blue dot granary and chop it out of borders while settling purple, which claims 2 wet grains. However it shares less, and it would be difficult to bring our workers into position.

Best city in the world, despite the riots:



Consequently we have world top pop, while being dead last in land area lol


Also least in approval, which is a good thing, right? whip 



The combat log somehow does not show the actual combat. Is this a bug or could I have flipped a wrong switch and disabled it? I've also got the bug where on rolling the turn the barbs' fights against other players get registered in a Combat.log file on my disk (looked the same as here though, with just the odds but no results). Going to PM Charriu about that.
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(April 13th, 2021, 16:49)Rusten Wrote: Road 1SW of capital does speed up settling with no other roads I believe. It only takes 2 turns to get to the forest we're settling on. Without it it's 3. If you're roading all the way to the city it doesn't speed it up though, and maybe that's alright considering we need the gold hooked up early too (and it will speed up improving cow if we do that before gold).

If we have both workers in place and idle when the city is settled cow first should be better. At least if we consider the hammers relevant (I do) -- most likely part hammers into axeman while growing.
That said, going cow first wastes movement going back to corn without a road (and roading cow is pretty useless rn), so maybe corn --> cow --> gold --> cottage fp is best. I'll play a quick sim later to get a feel for it.

edit: road 1SW of capital does speed up later settlers and moving barb defenses around, so if we have time for it before leaving the area I'd definitely complete it. It's only 1 worker turn.

bad crosspost.

Yes I'm roading to the blue dot, to speed up the settler, for the trade connection, and defense. So the road at the cap is not quite required. In particular, if we go for my proposed white dot, we want to road the sheep instead. I held off roading this turn for that reason and cottaged instead. We can still build the road.

As reported above, the city starts with 2 workers and the third worker arrives the turn after founding to finish the farm on turn 2. At size 2 working a 2h (gold, maybe cow) tile for 2t nets the 10 raw hammers required for the granary (with chop) in time.

Have a look in game if you have the chance, I left some notes for workers during upcoming turns.
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Cool, I'll log in and see either tonight or tomorrow afternoon. With that worker micro in mind corn first is definitely better. The updated city spots look good too.
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one last question for today, I changed Marinheiro to an axe. Would we rather do another axe (so we come out with 3) at Paranauê or a spear? I don't think we're likely to face chariots soon, unless someone socuted us without making contact in order to give us a surprise. But that would be rather late at this point, right?
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I'd stick to axes, yes.

And FWIW I completely agree with roading on the jungled gems. Will save 3-4 worker turns later as we'll want to triple or quadruple up on that when IW is in.

edit: Ah, I see that we're not roading the gems now -- no biggie! It's more important to get everything else done.
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(April 13th, 2021, 17:26)Rusten Wrote: I'd stick to axes, yes.

And FWIW I completely agree with roading on the jungled gems. Will save 3-4 worker turns later as we'll want to triple or quadruple up on that when IW is in.

Too late, sorry frown. Roading it let to a later pasture and a worker turn lost moving (so 2 in total), so I roaded the bare grass instead. worker turns now > later I guess. But yeah would have been nice.

Axe it is.
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Agree with getting a settler out of Para over worker. Even if it doesn't beat the capital to the pig spot we want city #6 right away too. That spot south of Para with double grain is too good to delay much longer. City #6 is far more important than city #7, so we can get a worker or two after that one.
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