November 16th, 2014, 14:51
Posts: 6,256
Threads: 17
Joined: Jul 2014
For once the Wales football team will save the weekend over a bad rugby result, it's usually the other way around.
Well the galley was arriving at EA next turn and the settler was a few turns off so I supposed it had to be whipped ? It's not too bad really, a 5-3 whip at this time in the game is to be expected. I didn't end turn because I didn't know what to do with the WB, check in and do the move if you want, and you can use that moment to think about converting. It would have to be next turn though or we wouldn't get the settler out and would lose a turn on the galley.
November 16th, 2014, 14:56
Posts: 2,893
Threads: 10
Joined: Aug 2014
Ah but the galley has to get around the northern peninsula before it can take the settler to the western isle. So I planned for him to get onto it after that, it takes him about 4-5 turns. Also we have whipping anger to deal with. If he is coming out next turn the western island is probably not the best location anymore, as he will be waiting a long time to get there. Perhaps go north for the 2 hammer spot with wheat first ring?
November 16th, 2014, 15:29
(This post was last modified: November 16th, 2014, 15:30 by AdrienIer.)
Posts: 6,256
Threads: 17
Joined: Jul 2014
But then we don't get the ICTR ? Argh it seemed obvious on my first reading that when you said the settler would be ready for the galley it meant right now, but it makes more sense this way. It's too late now, so let's make the best of it. Can we spare a worker to go with it ? Maybe the one in the north once he's done with roading the horse ? We'll need to build a couple more anyway. The northern site demands workers because the seafood is 2nd ring.
November 16th, 2014, 15:33
(This post was last modified: November 16th, 2014, 15:52 by ReallyEvilMuffin.)
Posts: 2,893
Threads: 10
Joined: Aug 2014
Ok a couple of things after just logging in - the galley was supposed to go straight to the city site. It didn't need to enter the city to pick the settler up, that just adds time to its transit to the final destination. The settler is a fast unit and as such could jump into the galley enroute to new site quite quickly.
With the settler going to be out so much earlier we shall change things around a bit - revolt to hindu this turn. delay the settler by a turn does nothing to the city founding time as it is dependent on the galley speed. He will take the capital warrior for an escourt (there could be a few barbs up there) and settle the northern plains hill. We will call the SC MP back to the cap in the meantime. He isnt need there for a while. Production in CN changed to a settler. We are getting 10fhpt with it's current tiles, so will be a nice 2 pop whip at 50 hammers.
The galley should have enough time to drop off the settler north with the warrior, and transfer a worker there too before picking up the new settler and heading west with him. Delays the ICTRs by a turn or 2, but helps the expansion which is probably more important. Happy for me to revolt to hindu?
Also currency before masonry is better here. We will benefit much more from that than masonry initially.
EDIT actually revolt next turn. That way the worker can start the pigs pasture next turn.
November 16th, 2014, 16:20
Posts: 6,256
Threads: 17
Joined: Jul 2014
Ok, I messed up so I'm happy with any decision you take cleaning it up.
November 16th, 2014, 16:21
Posts: 2,893
Threads: 10
Joined: Aug 2014
No worries, I obviously wasn't clear enough with the plan. It happens.
November 16th, 2014, 20:23
Posts: 2,893
Threads: 10
Joined: Aug 2014
Turn played, revolted to Hindu. Settler on way to the north. SC to make a lighthouse next, unsure for the capital. It has 24 overflow... Don't have to decide until next turn. RB should whip the granary in 2 turns time, and the 2 workers there will chop out a further settler. We will rapidly expand and get 2 cities on that western island for the ictrs. Got visibility on another GJ city - but no sight where the island one is...
November 17th, 2014, 04:07
Posts: 2,893
Threads: 10
Joined: Aug 2014
Ok next turn done, everything going well, all back on track. The capital is gonna grow on building a library and the newest city will be settled in 2 turns. MCG will still be unhappy in 2 turns though. I will change to slow build a settler from there next turn unless you have any objections. No shakes in GJ power yet so we seem pretty safe.
November 17th, 2014, 09:48
(This post was last modified: November 17th, 2014, 10:26 by AdrienIer.)
Posts: 6,256
Threads: 17
Joined: Jul 2014
GJ is expanding like weed, we need to do the same or we might get run over by his superior production (we already are actually, he's been super strong in food and hammers for many turns now). So settler it is !
Edit :
3 things I just noticed, first is that we do have sight on the island city, notice the orange in the fog 2SE of the crabs :
2nd is that you put CN on the 3/0/0 pig instead of the 2/0/1 cottage, while it doesn't change the ETA of the settler. Did you make the calculations so that when the pig is pastured it wins a turn ? My first estimate says it doesn't, but like most math students I make mistakes when calculating stuff.
Also mackoti got the mids. That's pretty early, but he'll be building a specialist economy now I guess.
November 17th, 2014, 11:36
Posts: 2,893
Threads: 10
Joined: Aug 2014
No the computer changed the tile to the pigs. I did notice it but wasn't bothered about changing it. It does get us more overflow after for the library and I think that we are more hammer poor there than commerce poor hence why I left it. I'm fine with you changing it back if you want though.
Wow mack is going for it. I suppose with nerfed fin and boosted phi/org the spec econ should play very well here...
|