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[SPOILERS] Team EggHeads: DMOC and TeddyKGB (Now Lurker-Friendly!)

yeah it would be a pretty nuts production location down the line and while we won't need that for a while, it gives us the gold for now which is great for our tech too.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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Finished turn 6.
Move scout as planed and add AH to research queue after Hunting.

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Next possible scout move: 7-7; 7-8; 7-9; 9.
What you think?
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Quick C&D note:

Based on Land Area we can be sure team CareBears has at least 3 water tiles in the 2nd culture ring.
EDIT: If I'm not mistaken, they got exactly 4 water tiles in the 2nd capitals ring. Their capital is landlocked, as DMOC said earlier.
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Another quick C&D note:

Based on score and avg power changed, we can assume team Pony finish Hunting on T6.
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Thanks for playing the turn. I'm traveling starting tomorrow morning, about 12 more hours in my time zone, so I am officially unavailable to play until said otherwise.

And yes, I'm positive Team Pony (classical_hero/Halvgud) finished Hunting. They started with The Wheel and Agriculture, of which The Wheel gives 4000 and Agriculture gives 0. Then Hunting gives 2000, thus explaining the 6000 power for rival best, and it's very likely they researched Hunting, and not Mining, since I can't imagine that the mapmakers would give them a start with some high food/prod and high commerce. (Hunting is slightly cheaper than Mining.) I strongly suspect they were working a tile with 1 commerce AND 3 combined food/production.

Next turn should see lots of score increases, including from our team, so let's pay attention to the score and demographics. Remember, Hunting and Mining give 2000 power, and The Wheel gives 4000 power.

Scouting moves: I say we want to explore north a little more and then head southeast, where we want our scout up north of our capital to "protect" the worker. I suggest 7-8, might as well get all that land explored while we can, and the hill might help if the nearby fogged tiles are flat. We have until turn 16/17 for the scout to get to where it needs to be (6-9 of the cows), but we need to plan on being there a few turns early in case we need healing time.

I'm not sure why Team CareBears moved their capital ... we know the starting 9 tiles is all land, so why would they move only to get 4 water tiles that can't be improved with a lighthouse?
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Note that our GNP rank drop from 4 to 5.

I see 2 possible explanations:
  1. Some team changed their tile in between last two demo ss made
  2. Team Pony start research AH right after Hunting done
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Quote:I'm not sure why Team CareBears moved their capital ... we know the starting 9 tiles is all land, so why would they move only to get 4 water tiles that can't be improved with a lighthouse?

If their start similar to ours, like you suggest, they can decide jumpstart expansion. So they decide settle on PH and ignore Fishing tech for awhile. As I remember, someone on our team suggested we do the same at some point. We'll see how CareBears profit from inland start, if at all.
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Long, boring post about possible change in domestic micro.
You can skip it, its not final.
First of all, I agree with 'pinkdot' location for MIT is best for now.
As I said, most important thing is - we can improve cows 5 turns faster. And improved grass cows is 2nd best tile we aware so far.

I was back to idea preroad 'pinkdot' for some reasons after calculating worker actions and both cities tile management after T32.
So it comes to this:

T32: Settler at 99/100 in capital.
T33: Settler done with overflow. MIT founded on 'pinkdot' and steal Pigs for 3 turns. Worker start pasture Cows. Fishing done.
T36: Fish connected. Cow pastured. Capital takes Pigs back. MIT works Cow.
T37: MIT at size2. Work Cow+Pigs.
T38: MIT borders expand.
T39: Capital at size4. Warrior done in cap. Start worker.
T40: MIT at size3. Warrior done in MIT. Start worker with 12hpt (including 2hpt EXP bonus).
T41: GoldMine done. MIT obv works it.
T44: BW finished. I think its not possible to get BW on T43 even if we are lucky with contacts but we'll see.
T45: Two more workers ready for total 3 workers go for chop/mine copper/road to city#3. Gold connected to the empire (could be connected on T44 or skip this step till later and original worker start chopping on T44-45 instead).

The reason I prefer delay settler 1 turn is possibility to finish WB in 3 turns with huge overflow from Settler.
I like preroad MIT again, despite the fact it'll lose us 2 worker turns or 10h in premath chops.
We'll connect Fish 2 turns faster on T36. In original plan we could connect Fish on T37, but to do that we had to abandon Pigs or Cows for 1 turn. So, its T38 for Fish in original plan.
We cant plant MIT on T32 on 'pinkdot' cause we missed 1h or 1 worker turn and I cant find it.
This plan with Settler on T33 is flexible and not impossible with unlucky forest grow, unlike original plan.

Now, we are pretty low on workers anyway. Some hills unimproved to mines still. And if we have Horses or Copper inside culture, its not improved/connected as well, unless it on 'pinkdot' tile.
Our cities size4 and size3. We have 3 warriors as military. But we have 3 workers ready to chop into Settler/Workers/Military.
I was trying to put MIT to size3 before GoldMine finished, think its better to start work Gold at size3 not size2 here.
Some changes could be made to this plan, but I like how food, hammers and overflow lined up here.

I'll look into possibility for us to go MIT after 2nd Worker or/and WB with Hunt>AH>Fish tech path.
And obv our MIT location not final decision before we do some more scouting North. Maybe there is gems or another gold?
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Lots of pictures to illustrate previous post after sim it. Worker#2 is 1 turn faster on T44 from cap.
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Result on T44:
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Great work teddy! You astound me every time.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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