November 6th, 2014, 23:01
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You'll never know if it's a border area or not until you send a settler down to scout it out!
November 8th, 2014, 09:37
(This post was last modified: November 8th, 2014, 09:39 by Commodore.)
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In case it wasn't obvious, the culture expansion over those coast tiles tells us that the horse/dyes over there, and PLAKO, are on our continent. Yick. I'm still not sure if Calendar is worth it over Currency for the dye/incense alone, but there is marble up here, and a bunch of post-Mathematics forests...anyone (dedlurky) feel like suggesting a way to put 300 hammers into your MoM?
As a sort of worst-case scenario, here's Storm Front. It can easily put out an efficient 11hpt, and retains three forests for 90h. That's not nearly enough to make such a big wonder without utterly killing the snowball.
November 8th, 2014, 10:31
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Ohh, so if that Dye/Horse spot was an island, the capital's culture wouldn't have spread to it, even though it's so close? Seems there's still a lot about culture mechanics I don't know.
As for MoM... Hmm. OK, so resources are now worth +50% to Wonders, not +100%. So a post-math forest with the proper multiplier is going to be worth 45 hammers. I'm guessing the odds of having a religion for OR or Forges available is low. Well, if you planted a city right on the Marble, you get a 3 hammer city (as opposed to 4 hammers for building a quarry), but the resource will be hooked up immediately. There would be 3 forests in the 1st ring, and at least 2 more in the BFC. Even with 5 forests with the boost, that's only 225 hammers. You'd probably want one more. Are there any more forests up there? Anyway, that still requires getting a monument in there. Also... there's no food for the city so even if you did get the wonder chopped out it doesn't look like there's anything left.
Maybe something will crop up to the southeast? We see forests and there could be food in that fog.
I'm just doing my best out here.
November 8th, 2014, 12:06
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Commodor Wrote:a way to put 300 hammers into your MoM?
I see what you did there.
fnord
November 8th, 2014, 18:14
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(November 8th, 2014, 10:31)Whosit Wrote: Ohh, so if that Dye/Horse spot was an island, the capital's culture wouldn't have spread to it, even though it's so close? Seems there's still a lot about culture mechanics I don't know. Close. The dyes are two tiles away, so get the expansion...but the coast tiles are *three* tiles away, and won't get the border unless they are on the same continent.
MoM plans come second to the REX, in the end. Dtay is lurking around at this line of hills. I might push BR one south...
November 9th, 2014, 14:24
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Son of a gun.
November 9th, 2014, 15:08
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Blood Rites not looking so attractive now?
November 9th, 2014, 15:24
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I'm just doing my best out here.
November 9th, 2014, 23:53
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A couple notes, good news/bad news:
Good news! Power says Dtay isn't going to be pushing hyper-aggressively on this one.
Bad news! Plako's Peninsula is our only source of nearby horse; nothing else here in the south.
November 10th, 2014, 00:13
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How long do you think an outpost on Horse "Island" will survive with Plako next door? I imagine you don't want to get into an ancient-era fight with dtay for his horses. Also I'm very sad to see that there's no food down around the Dyes. If I was trying to settle there, I'd probably settle 1W of where that Archer is, farm everything adjacent to the lake, build dye plantations and then cottage everything else. Chop granary, maybe add a library or courthouse some day?
I'm just doing my best out here.
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