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[SPOILERS] Smackdown Game Thread

As far as my Micro goes without a sandbox, I think we could start a settler in Uruk after the revolt to slavery (currently end of the micro plan). It'll make 14 hammers per turn, enabling a whip after 2 turns of production, if I'm not mistaken (67 - 28 = 39 -> 40 prod with double whip), that can overflow into a WB for the crabs. The worker, after finishing the mine, can start roading the rice and to the second city, which would be near the cows. The objective is to have the worker ready to improve the cows as the second city is settled (I'm thinking 1W of the cows, I don't see any other good spot right now - the PH that shares the rices can be a good placement for later).

I need to see when we'll get sailing, so I can start thinking of a TGLh Micro. Need to present something if I want this plan to be made. After the WB, probably a worker at size 4, working both seafood, rice and PH mine in capital...

Microplan Nitpick: The U7 box in the first Microplan has 21 as the beakers in writing on that turn (turn 19), but I think it's wrong. We get 8 overflow from BW (does this 8 beakers get multiplyed by the 40% prereq bonus, it gets discounted by the previous tech prereq bonus, so maybe it gets multiplyed again). Liz makes 14 beakers, multiplyed by 1.4, which gives 19 beakers. Mehmed makes 1. So we have at least 28 beakers on writing, not 21.

If the overflow gets multiplyed, I guess it happens on the turn of the first civ to end turn. So, maybe there's a difference that can get bonus beakers. In this case, we'd get 31 beakers either way, but not always (does that make sense to any of you?).
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[Image: t6_1.JPG]

This scout needs to head NW to check out the nearby possible city sites, ideally before t11.
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t7: Found two irrigated corns.

[Image: t7_2.JPG]

[Image: t7_3.JPG]
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LAM's scout found us last turn. Unfortunately, they have moved it back out of sight, so we don't know where they came from.

Our own scout made another exciting resource discovery, near the site of the best roman second city for tilesharing purposes:
[Image: t8_1.JPG]


Overview of lands so far:
[Image: t8_2.JPG]
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OH YES.

[Image: t9_2.JPG]
[Image: t9_1.JPG]

So do we put Roman city #2 SE of deer? What do you guys think?
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Yeah, SE of the deer looks great.
Sumerian city NW of the corn?
I have to run.
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Seems pretty good. We don't need to grab land south in a hurry, because the jungle acts as natural borders for a long time still. And the SE deer looks really good. Everything you want for a second city, I'd say.
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(March 23rd, 2013, 02:15)novice Wrote: Yeah, SE of the deer looks great.
Sumerian city NW of the corn?

For sumerian second city I was thinking the plains hill that shares rice and PH mine with the capital. Since the capital can't come close to using all its good tiles I don't think the sharing is much of a drawback, and it's a really nice quick second city. As a later city, I hadn't thought about it. I guess it's reasonable? I guess it depends a lot on the full dotmap.

The one drawback of settling SE of deer that I see, is that the ideal long-term city spot in the area is on the tundra, where it claims two furs instead of just one. It's also too bad to not get the happy first-ring. But I think the excellent tile-sharing capabilities and the deer outweigh that. Plus, it's 1 closer for distance maintenance purposes. And it shares another grass cottage with the capital. And covering up the grassland isn't that big a deal because we kind of want it for an irrigation chain to the wheat anyway.
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(March 23rd, 2013, 02:45)SevenSpirits Wrote: For sumerian second city I was thinking the plains hill that shares rice and PH mine with the capital.

Yeah, that's good.
I have to run.
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Anyone feel like updating our t0 sandbox to include newly explored land? please
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