September 13th, 2015, 18:51
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Essentially, I think there is actually a lot of merit in putting the first settler on top of the stone hill. It gets base 3hammers, and I can work a 3ham forest. The gives 6 base hammers, and I could work a settler there at size 1 for 9 (possibly 10 depending on the 60% but I think the function is floored) foodhammers into a settler. This would then allow the cap to pump a few workers out at size 4 using the food tiles which wouldn't get the imp bonus anyway... Need to think that through but it would be an unconventional play definitely. Has the bonus of the worker being able to do other things too, and by the time the settler is made I can have the sheep up (making a settler using the sheep would only be 1 foodhammer 2 commerce more...) It's a cracking city site anyway too, rivers galore, just a little light on food unless there is something in the fog to the left.
September 13th, 2015, 21:38
(This post was last modified: September 13th, 2015, 22:13 by GermanJoey.)
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That's a very creative plan... I could see that working out. That city would indeed pull in 9hpt on a settler, btw. What would your timings be, then? Could you do, say, 5 cities and 5 workers by T50?
September 20th, 2015, 11:19
(This post was last modified: September 20th, 2015, 11:26 by ReallyEvilMuffin.)
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So I just got back in time to play. So far so good, got a settler out eot29 with a size 4 cap working 4 decent tiles (the worst the 1/3/0 ivory which being imp is better than it would usually be).
I thought about my plan some more and tried it out but it wasn't as good as I hoped. The main issue was the settler took 4 turns to get there over the other option I have. I opted for next turn settling 1S of the pigs so I can share wheat and the worker can straight away pasture the pigs.
The southern site is still good, but just not priority.
September 20th, 2015, 12:52
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Turn replayed except I misclicked with the scout not realising the pause was on and he ended up going 2S of commodores mountain/1N of the corn rather than getting vis on his city there... I don't think it is enough to reload again, but will state this here and now just in case.
October 19th, 2015, 18:20
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A quick update! Things that went well - 2 capital golds being worked from turn 50. Things that went not so well, commodore aggressively settling towards me, and putting a fair few warriors my way causing a settler redirect and a poorly chosen 4th city in hindsight... Thinking of trying an early push on him, he has made me tilt a little. Trying to hold it together. Fair amount of land to hit up with the imp trait still.
October 19th, 2015, 23:59
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Sounds pretty good overall, other than the neighbor situation.
Could we have a few pics?
October 22nd, 2015, 17:20
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(October 19th, 2015, 23:59)GermanJoey Wrote: Sounds pretty good overall, other than the neighbor situation. ![alright alright](https://www.realmsbeyond.net/forums/images/smilies/alright.gif)
Could we have a few pics?
Your wish shall be granted. Took a few this turn, and I took one t50 actually. Will update for the t65 update as soon as able.
October 24th, 2015, 11:19
(This post was last modified: October 24th, 2015, 11:23 by ReallyEvilMuffin.)
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Right so here we go, from t50 here is the overview.
I am poorer developed than I would like here, but a lot of worker turns when into taking the jungle down and mining both of the golds. Also I lost an annoying 90 odd percent against a barb warrior which put the development behind on that side. The 4th city out west was also a little bit of a panic reaction as I wanted to settle 3N 1E of St petersburg, but 4 commodore warriors knocking on the borders changed my direction last minute, and I perhaps did not plan as well as I should. Still nevermind, it isn't too bad. Commodore had exclusively settled towards me at this point, and elkad has a city out to my east. I had had a mind to go for a quick HA rush against commodore, however I decided against this as it would nerf my imp trait letting me fall behind in the land grab.
October 24th, 2015, 11:37
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T65 update for the comparison. Below is the empire in its small amount. 5 cities and 13 pop. A settler and 2 almost done. 5 workers (I think) and a few units. Some decent teching ability with the golds that feed themselves.
Good points are lots of nice tiles all being worked and decent local exploration.
Bad points - commodore to the north has heavily settled against me. Almost tilted me but got my head together, albeit after getting HBR. No point nerfing my imp trait. Good play by him settling up against the imp chap, even more annoying that he is creative. Elkad is probing out west and taotao will be discussed later to the southwest. Lots of land still available out south east, and north west, although this already will result in an awkward empire shape.
Demos are ok although nothing fancy. High solider count is mainly due to the techs. Lots of forests still left.
My main issue is poor planning... I did a few sims but nothing major, and then had some poor knee jerk reactions later. City 4 should have gone ANYWHERE else, and I need to sit back and think how am I going to play this, rather than playing each turn individually. Still struggling with that change from playing games in one sitting.
So basically my summary is good individual turns with no clear focus currently. Which will definitely be my downfall. I was going to settle on the plains hill next to the desert gold SW but this became a bit dangerous with taotao roaming down there with a chariot and warrior (who has 5 cities also despite no exp/imp traits, very nice!) And a further city in the middle of the rivers SW of my capital in the juicey land down there. Then I will want to go SE but need to be mindful of elkad.
October 24th, 2015, 11:43
(This post was last modified: October 24th, 2015, 11:43 by ReallyEvilMuffin.)
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This turn I got a clear indication that taotao wants to attack, he had played but not finished. I went before him the turn before. His chariot was posed.
This also shows how I am NOT THINKING far ahead in this game! I don't know why. I would like to blame my current natneg situation but I think I would be breezing through anyway.
My warrior 1S of the city I should have moved on top of his chariot to cause teleportation there, however I played too quickly. I then moved the chariot to do this, but now I lose a promoed chariot rather than a warrior for this play. It also means that I have 1 unit in the city so if the teleportation does not go as planned then I would lose the city. So I covered keeping my worker on that tile but too quickly carried on pasturing before realising that I should have roaded... I will be able to road 1N of the city and the sheep next turn independently of whether I loose the outer worker due to misinterpretation of where the teleporting goes, but I just need to slow down! I have enough that I won't loose the city unless he pulls up another chariot or 2 though.
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