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[SPOILERS] Team EggHeads: DMOC and TeddyKGB (Now Lurker-Friendly!)

T34. Finished turn as it is with 0/3 in capital.

T35.
Scout move?
Whats our plan for capital?
I see 3 options after WB done:
- Worker at size3
- Worker at size4
- Grow to 6 and whip 3pop into settler
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Not sure about the plan, though why not for the moment work the 2F 1H forest over the 3H tile in capital? I would prefer growing to size 4 quickly with the help of the fish.

I apologize that I don't have time for sims now (earliest I could do them would be next Saturday) but I like the idea of growing to size 5 and putting in a 2-pop whip into a settler later. But I think getting a worker out from the capital (once at size 4) would be nice. What did you do in your previous sims?
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3 pop whip settler here.

Its kinda low on workers before settler. I'll sim worker from cap and 5->3 whip settler next.
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What about scout move? Still wanna go 7 and not 2-7?
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(September 19th, 2013, 00:02)TeddyKGB Wrote: What about scout move? Still wanna go 7 and not 2-7?

2-7 is fine.

I'll take a very quick look at the sim later. (about 1 hour)
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Ok, I'm online. Will post some numbers in 30-60 min.
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I saw your sim (capital size 6 then 3 pop settler) and I did mention it was better than my sim. One thing I'm wondering about is do we want to grow MIT to size 3 and CM to size 4, and then build workers from those cities, then settlers after? (Or can grow capital first?) Regardless, I'll still be able to check here now and then to see a sim result.
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I guess MIT to size3 is decided.
It could stagnate with 5t workers or it could take pigs from capital to grow in 5t or wait for granary and grow after.
Size2 not optimal, imo, cause we want to work gold every turn and it would be pain to grow size3.

Fastest settler I could get is T47, already revolted and whip 5->3 on T46. Its not better than 6->3, we got 1 less warrior.

In sims human barbs appear on T50. Most likely total number of cities will be 21 or more atm, so barbs could enter our borders right away.
We need strategy resource connected fast. I'd prefer copper, but we are blind till T44.
City#3 on ice need 5 turns to pop borders and some more turns to connect Horses.

Our tech timing is: Pottery(T54)->Writing(T61) after revolt. It could be worse with city#3 raise expenses.

MIT micro is set to:
T40 - grow size3; warrior done
T41 - gold mine done
T45 - worker done

Capital micro with worker at size4:
T39 - grow size4; warrior done
T43 - worker done
T46 - grow size5; warrior done

Now if we avoid slavery, settler done on T50 with 2 chops. And next settler done on T57 (slaved with overflow to 1T granary).
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This turn we had to decide 0/3 or 2/1 in capital.
If we go for worker at size4 (done on T43) and settler on T50 from capital, then 0/3.
If we go for 6->3 whip, settler done on T48 and worker on T49, then I believe 2/1 is better.
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Ok, I guess we go with 0/3. It'll leave our options open.

I did another sim without revolt (settler at size4 with 1 chop on T49):

T43 - workerB done -> mine GH
T44 - gold connected
T45 - workerC done -> chop; wA -> chop
T47 - mine done
T48 - wB -> road to city#3; chop 20h -> capital; chop 20h -> MIT;
T49 - settler done (cap); workerD done (MIT) -> road to city#3; wA -> ??; wC ->??; Revolt to Slavery
T50 - city#3 founded, insta trade route. Its not final position, but this location for city#3 has some pluses vs ice city.
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We are low on warriors here, but we got improved mine and only 1 chop into capital.
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