November 9th, 2014, 12:39
Posts: 7,674
Threads: 36
Joined: Jan 2006
Cross-posting here!
Sheep from LM seriously gimps the WB builds & the city in general, so are you suggesting grabbing the Corn back?
November 9th, 2014, 12:42
Posts: 2,036
Threads: 9
Joined: Nov 2013
(November 9th, 2014, 12:39)Dreylin Wrote: Sheep from LM seriously gimps the WB builds & the city in general, so are you suggesting grabbing the Corn back?
Yes Cap makes settler in 4 turns with corn or without. Bodmin takes sheep after both WBs are out.
November 9th, 2014, 13:24
Posts: 7,674
Threads: 36
Joined: Jan 2006
OK, I'll make the change later if the turn hasn't rolled.
November 10th, 2014, 03:16
Posts: 7,674
Threads: 36
Joined: Jan 2006
Oh how I wish we had a couple of Chariots out and about:
His Copper is still not hooked up yet. Oh, and he founded his 6th city this turn....
November 10th, 2014, 03:28
Posts: 2,036
Threads: 9
Joined: Nov 2013
(November 10th, 2014, 03:16)Dreylin Wrote: Oh how I wish we had a couple of Chariots out and about...
I had the same feeling, but honestly to make much harm or chariots must be on the way already.
November 10th, 2014, 21:45
Posts: 7,674
Threads: 36
Joined: Jan 2006
Well our Barb problem went away interturn ... and by went away I mean suicided on our various defenders - Warrior took one out clean, while the Axe took a single hit. Axe is healing for a turn - we want to promote him WoodsI so that he can get WoodyII, right?
In other good news, Dolly killed the Panther taking just 2hits. That puts her at 5/5 and she can promote WoodyII next turn - currently healing.
Maths will come at end of turn, then we start Metal Casting. First WB set sail from Los Millares and the second started. I shuffled tiles at 54 and started working the new Cottage since it does not delay the Settler. Workers moved into place to chop the forests on the new site and the ? - the chops will both complete the turn that the city is founded, so will need cancelling the turn before so they can be properly timed.
November 11th, 2014, 11:19
Posts: 7,674
Threads: 36
Joined: Jan 2006
So I was mulling a few things last night (although without being in-game, so some of the details might be off).
Whip unhappy has now faded from 54 so there's room to grow again. It will finish the current Settler in 2t with 0 overflow, but will be another ~2t from being able to regain the Corn from Bodmin. The turn after the Settler is produced a chop will complete from under the new city site for 24h (3tiles from City).
We can follow the Settler with a Worker, which will complete in 2t ((24*1.35 =) 32 + (2x14 =) 28) = 60fh; then we grab the Corn and grow on a unit (my preference would be an Axe since we already have a Spear in production at Samarkand), switch to Settler once growth is complete and then (probably) 2-pop whip the Settler and finish the unit while regrowing.
Alternatively we could move straight onto the next Settler with the chop and then 1Pop whip down to size4 and grow back with the Corn. Since we're saving the Forests at both the Cap and new city site, I think the 5 Workers we have will probably be sufficient.
I'm a little nervous that we need an extra unit down there to help with zone defense, however we should be OK until Axes start showing up unless the RNG decides to spite us....
I also want to take a look at Bodmin and see if we need to keep the forests for a while longer to get the last Library hammers out, or if we can start the chops right away. We have 2 Workers that can get there next turn, so both chops in 4t, however that may leave us with no hammer tiles to finish it off. Are we willing to 1pop whip to finish it off?
If I have time tonight I'll also try to sketch out some markers on the forests that we want to keep or chop so that I don't make any mistakes later.
November 11th, 2014, 11:20
Posts: 2,036
Threads: 9
Joined: Nov 2013
Dont promote before you need promotion.
We need 9 forests to chop both colossus and forge. Need very detailed plan for it. I am not sure if we can afford to chop forest for granary or anywhere.
November 11th, 2014, 11:25
Posts: 2,036
Threads: 9
Joined: Nov 2013
We dont have enough workers to chop them so fast, so there must be some optimal strategy to get some hammers from mined sheep or overflow from granary.
November 11th, 2014, 11:27
(This post was last modified: November 11th, 2014, 11:27 by Dreylin.)
Posts: 7,674
Threads: 36
Joined: Jan 2006
(November 11th, 2014, 11:20)OT4E Wrote: Dont promote before you need promotion. Agree for the Axe, but should we get Dolly to WoodsII (and healed) ASAP so she can keep moving?
(November 11th, 2014, 11:20)OT4E Wrote: We need 9 forests to chop both colossus and forge. Need very detailed plan for it. I am not sure if we can afford to chop forest for granary or anywhere. Well I'll take another look this evening and see what we've got to hand. The Worker is on the "?" site now, but hasn't started to chop; we can stop after pre-chopping (and maybe road) so it'll be quicker at the time.
|