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[SPOILERS] Lewger goes for the Bigwyn

(November 25th, 2012, 20:01)Lewwyn Wrote: Hrm... I assume that with the rivers we'd have a connection between cities, but I think we may need Sailing for that to work?

We may have to delay the WB by having Ishtar Road in place after finishing next turn's chop thereby connecting the two rivers. Can anybody confirm that that is necessary?

we have trade routes right away thanks to the rivers. we don't need sailing, I tested it previously in my sandbox.
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I also forgot about the slavery nerf earlier, I'll look into it some more. Still we have another grasshillriver we can mine instead of the furs.
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(November 24th, 2012, 04:03)Bigger Wrote: but granted I don't have much experience with missles in civ 4.

They're very good for getting to kiss pretty girls/handsome boys (delete as appropriate) around Christmas time.

Sorry couldn't resist with that spelling mistake
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(November 26th, 2012, 05:31)Brian Shanahan Wrote:
(November 24th, 2012, 04:03)Bigger Wrote: but granted I don't have much experience with missles in civ 4.

They're very good for getting to kiss pretty girls/handsome boys (delete as appropriate) around Christmas time.

Sorry couldn't resist with that spelling mistake

Not familiar with the definition you're referring to - do you mean mistle?

In any case missle is mostly used instead of missile in American English, even if it may not be exactly proper.
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Well, even with the slavery nerf we're still better off whipping with this food heavy capital. Getting the Granary up with the mine/chop of the grass mine is going to be better off than mining the furs and having to camp over them later. If we mine the furs tile and then road it we also have to road the tile next to the city. And all those turns have that worker up north instead of closer to the second city where the workers can start cottaging those shared grass river tiles between the cities. The thing about the mines is that what we really want are cottages. The techs are so expensive. We aren't going to be using all these mines. We're going to want to use the cottages.

Do you have a worldbuilder save?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(November 26th, 2012, 06:37)Lewwyn Wrote: Well, even with the slavery nerf we're still better off whipping with this food heavy capital. Getting the Granary up with the mine/chop of the grass mine is going to be better off than mining the furs and having to camp over them later. If we mine the furs tile and then road it we also have to road the tile next to the city. And all those turns have that worker up north instead of closer to the second city where the workers can start cottaging those shared grass river tiles between the cities. The thing about the mines is that what we really want are cottages. The techs are so expensive. We aren't going to be using all these mines. We're going to want to use the cottages.

Do you have a worldbuilder save?

yes, actually playing with it right now.
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(November 25th, 2012, 10:21)Lewwyn Wrote: So here's what I've got to about T41-42:

[Image: micro.png]

Instead of going to furs and mining, we go south and mine/chop on the Grassforest hill. The other worker goes South to the next shared forest between the two cities. This chop goes into the WB in the new city. That worker then goes to help chop\mine and those hammers go into the granary in the capital. The 2nd city works the spices during this (mostly the grass spices except 2 turns of the plains spices to finish the WB a turn early).

By T42 both cities are only working improved tiles: wheat, rice, crab, RGHMine, and grassriver cottage. The capital has the granary already complete and we are ready to start whipping. The question is do we whip a settler or a Worker first? If we go Settler, we can put 3 turns in and 2 pop whip and have the settler done EOT45. The warrior we finish earlier can have started to go to 3rd site a few turns ahead since we don't need it for MP happy in the cap at size 4. The overflow from the whip will finish the other warrior and the city can regrow to 3 and then 4 very quickly while building a 3rd warrior.

The other option is to whip a worker first. 1 turn into worker then 2 pop whip T43. That should give us 23~ish overflow as well. We can regrow to 3 again in 3 turns then I believe 2 turns to 4 where we'll be ready to put 3 turns into a settler and whip again. If the workers chop into the settler or on T44 we put the overflow into the settler we may be able to speed up the settler there too.

Also possible is that we grow to 5 first (3T). Whip to 3, regrow to four and whip down to 2.

One of the benefits, however, of whipping asap is that we free up a 5food tile for the second city. We are very flexible from T42 on, but I think at least the next 7-8 turns of micro that I have here will be good and a strong foundation.

Thoughts?

EDIT: I had a thought, on T42 if we are going worker before Settler we could give the wheat to City 2 and Cap can take the cottage instead since we don't need to put som many hammers into the worker for whipping. If we go Settler however we will need to keep the wheat because it provides 14hpt and so we can double whip after 3T (14>28>42>Whip). We do need to weigh that against the time it will take to regrow and pump out the 2nd settler though.

ok, a few things:

when I sim it out the second city only needs to work plains spice once to get wb finished on eot39.

the second warrior? the first one is one turned from overflow, as I suspected. the second on, with only 2 production coming in, is not finished on turn 40 with the mine/chop comes in, its only half way finished. I assume you don't want a chop going into a half completed warrior like that. am I supposed to whip it into a granary on turn 39? no you're at level 3 size 40. how do you get form a half completed warrior to working a granary on turn 40?
or maybe you're not expecting overflow and thats suppose to be the first warrior? In any case i'd rather finish the second warrior, and have one with 10 turns or so advance scouting (to explore the whole coast and return to city spot) before founding city #3, so I guess I favor worker first on turn 42.

we can speed it up greatly y working the FPH for 3 hammers instead of crabs, but crabs knocks a turn off hunting (plus grows slightly) so I see why you did that.
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We don't finish that second warrior, it goes into the queue with 7 hammers. The second warrior finishes with overflow from the worker whip.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(November 26th, 2012, 06:37)Lewwyn Wrote: Well, even with the slavery nerf we're still better off whipping with this food heavy capital. Getting the Granary up with the mine/chop of the grass mine is going to be better off than mining the furs and having to camp over them later. If we mine the furs tile and then road it we also have to road the tile next to the city. And all those turns have that worker up north instead of closer to the second city where the workers can start cottaging those shared grass river tiles between the cities. The thing about the mines is that what we really want are cottages. The techs are so expensive. We aren't going to be using all these mines. We're going to want to use the cottages.

Do you have a worldbuilder save?

here ya go, ask and ye shall receive.

its on turn 36, the turn we found second city. workers followed your micro plan up to this point. sorry, don't have a save 2 turns earlier.

you need to give us contact with napoleon (azza) and give napoleon hunting for the known-tech bonus. I just planted a Roman scout on our borders, not sure if there's another way.


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(November 26th, 2012, 07:14)Lewwyn Wrote: We don't finish that second warrior, it goes into the queue with 7 hammers. The second warrior finishes with overflow from the worker whip.

ok, then I did do it right, you just weren't clear about that in the directions :P

should I go ahead and play the turn? on more thought I do like the grassland hill better.
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