Posts: 7,602
Threads: 75
Joined: Jan 2018
(July 31st, 2018, 09:49)Zalson Wrote: The only change I would recommend is to consider writing after sailing. Are you prepared to whip out the galley when sailing finishes? Are you prepared to load it with a settler?
If not, I may be able to help you make a plan. Remember, that spot is worth +4 commerce the moment it is founded.
Yes, I think it should be not to hard to come up with a plan for that. Of course I will settle the ivory spot first, but then instead of settling the rice and the gold I could go for this. This is how I see it:
Settling the island first:
Pro:- Does not need any worker attention, so my 4 workers can help improve Karlabos and the ivory spot.
- +4 commerce
- Distance maintenance is not that high
- Does not need that much attention for defense
Con:- Needs a workboat produced in another city
- May set us back in the race for the gold
- Will need a granary asap for whipping and a barracks to secure the whale. Also needs a lighthouse and then moai.
The good thing is that I still have some time to decide.
Posts: 7,602
Threads: 75
Joined: Jan 2018
(July 31st, 2018, 09:50)Zalson Wrote: And the horses at wind raptor are awesome!
Yes they are. With the addition of the horse, Wind Raptor will be a great production city.
July 31st, 2018, 13:44
(This post was last modified: July 31st, 2018, 13:57 by Charriu.)
Posts: 7,602
Threads: 75
Joined: Jan 2018
T52 Part 2:
International: RFS double whipped his capitol. That's very likely his 3rd settler. Shallow did not send anything in our direction which is good.
Somebody (Superdeath) has improved the ivory N of the lake. That's not good as it means that we won't be able to settle the gems in time. It will be very easy for him to settle the gems from there. But in other good news I did not see any improved resources near Coeurva, which suggests that he's still a bit far away from the gold.
National: As you can see I deceided to research Sailing. Chocobo is will connect the copper and Exdeath is working on our 4th settler for the ivory. Depending on my decision about the southern island I will have to deceide what to do with Chocobo in T55. The settler for the ivory will be finished in T56 and will settle in T57. So that's also a very convinient point to update my micro plan.
July 31st, 2018, 13:59
(This post was last modified: July 31st, 2018, 14:04 by Charriu.)
Posts: 7,602
Threads: 75
Joined: Jan 2018
I've looked into that island city in my sim. And it's actually more than +4 commerce. Here is a brake down:
+1 better trade route in Wind Raptor
+1 better trade route in Exdeath
+1 better trade route in Karlabos
+2 trade route in ivory city
+2 trade route in that island city
+2 from working the crab tile in that city.
+1 base commerce
So that city itself is worth +5 commerce, but it gives +10 commerce if you count all the other trade routes.
That's very convincing. I will start planning for that.
Posts: 1,523
Threads: 19
Joined: Jan 2006
Build order there should probably be:
Found with a workboat on the crabs on T1. Work a granary.
Grow and pick up water tiles until T12, when it is about to grow to size 3. Then 1 pop whip the granary and overflow into the lighthouse.
Grow until we can 2x whip the lighthouse on T27. Then we can overflow like 17 or 18 hammers into whatever we want: a barracks if we want to pop borders or maybe an archer to protect it. maybe a 2nd galley (I think that's the best move).
I don't know if this is the best spot for Moai since it has no hammer tiles and only 1 water food. I think it's definitely worth it for intercontinental trade routes though.
We will want to use religion to pop borders as it is too hammer poor to do anything else.
Posts: 1,523
Threads: 19
Joined: Jan 2006
Looking at your cities spreadsheet, is there a reason that we don't have the cows running at Karlabos yet? The pasture should be complete with 2 workers over there, yeah? If we were chopping and trying to build on the cows, that was probably a bit of a micro mistake.
Improving the horses next at Windraptor?
July 31st, 2018, 16:02
(This post was last modified: July 31st, 2018, 16:04 by Charriu.)
Posts: 7,602
Threads: 75
Joined: Jan 2018
The plan for the island city looks solid, but I may want the border pop sooner. With the pop I get access to the whales, which is another happiness resource.
I had finished the road before I went on to start on the pasture. That way I get the trade routes going and my workers can move quicker between cities and the forest to chop. It meant that I had to work two turns off unimproved cows, but that does not delay the growth to size 2 in Karlabos. The pasture on the cow will be finished next turn. Two workers are already on it. I will chop after I finished the cow. The current plan in action is "Whipping Karlabos", which is an ermegency spearman plan in case Shallow attacks, but that emergency only effects Karlabos.
July 31st, 2018, 16:12
(This post was last modified: July 31st, 2018, 16:13 by Zalson.)
Posts: 1,523
Threads: 19
Joined: Jan 2006
(July 31st, 2018, 16:02)Charriu Wrote: The plan for the island city looks solid, but I may want the border pop sooner. With the pop I get access to the whales, which is another happiness resource.
I had finished the road before I went on to start on the pasture. That way I get the trade routes going and my workers can move quicker between cities and the forest to chop. It meant that I had to work two turns off unimproved cows, but that does not delay the growth to size 2 in Karlabos. The pasture on the cow will be finished next turn. Two workers are already on it. I will chop after I finished the cow. The current plan in action is "Whipping Karlabos", which is an ermegency spearman plan in case Shallow attacks, but that emergency only effects Karlabos.
Yeah, I just don't know how you'd get the hammers for a border pop in any kind of meaningful time frame. I guess you could do it after the lighthouse (you could immediately whip the barracks or whip a monument) and then overflow into the workboat? Or immediately start on a library at that point? And use this city to attempt to generate a GP?
Well said on the extra whales happy.
And thanks for the explainer on Karlabos. That's +6 food once we can get those two food tiles up and running -- which puts us 6 food behind the leader... 6 turns from now.
Posts: 7,602
Threads: 75
Joined: Jan 2018
T53:
Another barbarian is near our border and will propably annoy us and/or interfere with founding the ivory
Other then that everything is quiet. I hope that Superdeath won't start a war just to explore my territory, which would be really annoying, too.
I started planning for the island and may be able to found it in T65. But all of that can vary or change depending on what the barbarian does.
Posts: 1,523
Threads: 19
Joined: Jan 2006
When do you have the horses hooked up?
|