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{SPOILERS} 2metra, Dreylin & OT4E. This is the beginning of a wonderful friendship.

(November 11th, 2014, 17:16)Dreylin Wrote: Based on the civstats score bump, IW is actually that jump right at the end of the graph. Indicated slope is probably a barracks and previous tech.
Iron Working gives 10k in soldiers as far as I remember. The jump I marked is bigger than the one from "bronse working". Can be something mixed together.
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Hmmm, so dtay just got another 17pt score jump this turn roll - 2t after his previous 17pt bump. No idea how he's done that unless he's put one tech on hold or somesuch. No wonders or anything in the logs. huh

First turn went to plan; Settler popped and moved to the new site, that tile's chop completed into the new Settler. Juggled some tiles around and pushed the Axe & Warrior out to defog the forests. And then the turn rolled.

Dolly's at 1.0/1 so she's started exploring again, A- is skirting the bounds of dtay-land, and the islands in the middle do connect:


Going to head North next turn and then around the second island and loop back around the East of the first island to see if there's a connection anywhere else.

Bodmin grew, so 54 can take back the Corn. Even with Maryland taking the Sheep it's now 5t to complete the Settler. Samarkand will grow next turn with 2t left on the Spear, but I think we should switch to a Worker here since we need more. First Chop at Bodmin started, city is working both forests and the 3 Cottages.

Oh, and Commodore logged in while I was in game and offered the World Map trade again. I declined again, but I'd like your thoughts on whether there would be any benefit to us from that trade.

Now the bad news: Warrior came across 2x Barb Warriors on the same tile in the forest. Axe has moved to intercept, he's 1N of them, but if they both move NE next turn that puts them next to our Workers on the Sheep and we can't take out both of them, so will have to move the Workers away.

Now the other bad news: the "?" tile 2NE of Maryland is saying that the chop would go to 54 instead of the new city. I guess that's because it's in 54's culture but not Maryland's, or do we have to wait a turn for it to register Maryland?

I've left the turn unfinished with that Worker move still pending so we can discuss what to do. We can leave the tile pre-chopped and move the Worker back to add a 2nd turn into the chop 1E of 54 and then continue somewhere else (or start pre-chopping another tile for Maryland). Or actually, we probably should Road the current tile to save a Worker turn when we come back to complete the chop because it will also save a Settler turn when we get around to putting a city here.

So, what's the backup plan?
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OK, here's what I would do right now without input and with the turn infront of me:

Worker on "?" tile would put 1t of Road. Next turn hover the chop again and if it's going to Maryland, proceed. If it's going to 54 then complete the Road.

Warrior from 54 to move South incase needed for Barb threat.


Next turn planning:

Samarkand will complete the Spear and then start on Worker rather than suspending the Spear. We need an extra unit in the field to stop this happening again. After the Worker I think we want to let the city grow to unhappiness at size6 and triple-whip a Library for the bonus on the Gold.

I need to run the hammer numbers at Bodmin to see whether it needs to borrow the sheep to complete the Library; otherwise Los Millares will keep the Sheep until the Library is complete and Bodmin needs it for the Scientists. Bodmin then spends the next ~1000years finishing its Granary.

Los Millares finishes the WB and then maximises growth while building a Spear. Once the Spear is complete it should be at size 3/4 and ready to start on a Worker.

I think that 54 needs to start getting a whip cycle going, so I'm going to suggest that after this Settler completes we queue up the Granary, grow to size6 and then double-whip back down to size4 (or whip at size5 and then immediately regrow to size4. With handling tiles out to the surrounding cities we're working a couple of marginal ones at the moment, so we don't lose too much from this IMO.

Workers are going to dodge Barbs, but generally move West to start prepping and pre-chopping the next city site for it's initial-build Settler. There should be time for that before they are needed back at Maryland for Forge/Colossus duty.
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Forest will will never go to Maryland then. Sad, i was sure it does. We' ll get settlerr faster, though. That chop was in the wrong time anyway. Chop it now and forget about it.
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OK, will do. Infact, if you or 2mn have a chance to log in, then it might be a good idea if you did that and let the turn roll. I will be able to play before the turn is due to roll this evening, but I don't want to hold the game up if it's not necessary. The only other thing that needs to be done before the turn rolls is to wake the Warrior in 54 and start him South. It may not be needed, but better safe than sorry IMO.
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Ok, done.

Need to make 1 more WB imho to send south. It might be important for circumnavigation and contacting civs. Barbs dont make galleys fast but they will lock roads for scouts pretty soon.

I'd slave spear next turn in Samarkand
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(November 13th, 2014, 15:02)OT4E Wrote: Ok, done.

Need to make 1 more WB imho to send south. It might be important for circumnavigation and contacting civs. Barbs dont make galleys fast but they will lock roads for scouts pretty soon.

I'd slave spear next turn in Samarkand

Thanks.

OK, I'll slot another WB out of Los Millares before switching up.

Whip Samarkand into a Worker, or something else?


Edit: looks like Gavagai landed a Wonder at turn roll ... I'd say odds-on for Oracle at this stage.
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Oracle... Finally, I have already started to worry. He slaved something for 2 pop previous turn, but must be not Oracle because his cap is size of 6. Bad news he is IND. But we still have good chances if we do everything perfect.

Barbarians gave double wood to our... warrior.
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That's not a bad result; getting the Axe to WoodsII should be easy and it'll be nice to have that Warrior around later, I bet.

As far as perfect execution on the Colossus plan; where do you think we stand? With the Granary not going to be 1pop whippable, are we still likely to get to 4pop in time to 2-popping the Forge? In which case how do we spend our Chops?

One thing we could do would be to re-order our settling priorities a little; the new Settler is currently heading SW to the "2" spot you identified and we can still give it 2-3chops into the next Settler. What if we sent that one South to the "4" spot at the Corn instead of out West to the Horses. Two gains that I can see are: 1) the spot is closer to Maryland for coordinating Worker movements, 2) it gets that forest into borders before it needs to be chopped gaining us the extra 10h towards Forge or Colossus. It delays our Horses, but I don't think we're rushing for them.
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Big news of the turn is that we met plako:


That's his 5th and latest city we've run into, and judging by the distance from the first borders we saw, he's expanded NS. But look at all that land to his East with apparently no-one there! Maybe there's someone off on that island chain to the East ... if not, plako has acres & acres to settle!

BTW, what's the plan with our first WB; should we send it on towards the next island chain, or loop it back around and keep it close to home?
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