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I think the right play is to put the capital on the rice and the second city on the hill by the pigs, using my points on 4 workers. Still want to look at a few other things - for instance, I can get a very fast settler for city #3 with buying 2 pastures and 2 workers - but the second city is really underdeveloped.
Yeah, let's not waste any more mental energy here. 4 workers is a very solid start
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August 1st, 2024, 16:49
(This post was last modified: August 1st, 2024, 16:49 by pindicator.)
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Oh wait, what about 3 workers and 2 pastures?
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Ok, I think I finally have it. We'll buy:
200g - 2 cities
25g - Archer
15g - Scout
132g - 3 workers
48g - 2 pastures
Leaving 0g left over.
Cities will be placed on the rice (capital) and on the hill with of the jungle pigs. Scout and 1 worker goes in the capital, Archer and 2 workers go in the second city. Screenshot to come when I get home after work
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Goal is to grow as tall as possible early on, and get IW fast. Taking some inspiration from Thoth's pb76 opening, but we'll still be revolting to slavery. Workers will chop out cheap granaries (thanks PRO) and a wb for the capital, then lay cottages and mines. I don't think we need a 4th worker straight away.
Big surprise is how much faster it is to have the first tiles immediately pastured. But it isn't so much the time that it takes the workers to build a pasture - I can build them in 2t each with 4 workers - but that it frees up those first worker turns to chop out the cheap granaries. Capital hits size 4 a full 3 turns faster with the pastures than if I just did 4 workers.
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This is everything except the workers. For workers, 2 in Beshbalik, 1 in Karakorum.
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Password is DogDays. You know, since we're getting into the dog days of summer.
So we're going with breeds of dogs for our cities in this one. Inspired by Commodore's 76 horse breeds, naturally.
Though it's going to be hard to change the names that scooter gave me
Um, first difference between PBEM Advanced Start and this is a big one: you can move units on the first turn!? Well, so long chop timings; I'll have to do them again. Maybe I just skip the revolt into religion?
I revolted into Org Rel & Slavery this turn and moved workers to chop. Work boat should be in Sickoville though i need to double check a lot of timings now.
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Well, my plans are messed up.
Not having the culture pop until turn 8 is going to suck. Actually, it might be worth it now for me to revolt to ... oh yeah, no religion to revolt to. So we moved the workers to cottage this turn ... I guess. They'll make a road to connect the two cities and then we probably whip out the first work boat.
Worse is that I screwed up the technology we start with. In my head we were starting with Math, like in pb76. But there's no math, so chops are still 20h. I've messed up, plain and simple.
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(August 6th, 2024, 21:03)pindicator Wrote: But there's no math, so chops are still 20h. I've messed up, plain and simple.
Feels like this is setting up for you to pop Mathematics from that hut.
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That would have been a kick in the gut as I had just moved the workers off that hill
35g instead, and I think screwing up the micro means I need to change up my opening strategy. Also, that's a really good 3rd city to the southeast, so let's get a settler out to capture that.
Capital is going to grow as fast as possible to size 4 and then double whip a settler. I think we can get that in the mid-teens. Second city is going to do everything to facilitate the capital: so whipping a work boat first and only after that getting its own granary down.
Little micro necessity: since we aren't getting a full granary in 1 chop I moved off the cow and onto the forested grass hill for this turn. This will mean I finish the granary with 17/22 in the food box, so I can set no growth for turn 5 and then have 10 food in the granary box when we grow end of t6. All-in-all, not too bad a revision.
But that coastal city is getting hosed: no chops due to no border pops. So the workers connected the two cities this turn with a road, and will finish the cottage next turn. I think the timing works to move them to the hills after finishing the cottage, but it might be a turn too soon still.
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Renamed cities
Chopped out the granary in Weimaraner last turn, and so this turn we set Avoid Growth so that it reaches 22/22 food without growing and can get 5 more in the granary next turn. Whipped the granary at Labrador this turn but then realized I had the order mixed up (product of doing things on the fly after my earlier mistakes), and should have whipped the work boat first. Next turn the chop finishes and we'll complete the work boat - but it would have been better to do it in the other order to get the fish hooked up sooner - and it doesn't impact the food captured by Labrador at all.
Archer may not go much farther east, but of course we have to pop that hut. Scout needs to turn back and start exploring what's south of the capital. But interesting to see that we have water on so many sides. Are we on an island by ourselves? It should make defending barbarians a little easier at least. Also, seeing copper with the border pop is very welcome.
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