September 22nd, 2013, 12:49
(This post was last modified: September 22nd, 2013, 12:52 by TeddyKGB.)
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And I saw some human barbs on T47 or T48 in my sim. Now I'd guess they start appear on T45.
And they could enter our borders right away, cause it already 19 cities on the map on T39. 21+ cities on T45 most likely.
September 22nd, 2013, 13:11
(This post was last modified: September 22nd, 2013, 13:23 by TeddyKGB.)
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T39 finished. Option2 (Wo>Set in cap).
Move both warriors SW.
September 22nd, 2013, 13:18
(This post was last modified: September 22nd, 2013, 13:19 by TeddyKGB.)
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Some minor name changings:
Correct me if I'm wrong with english grammar.
September 22nd, 2013, 13:47
(This post was last modified: September 22nd, 2013, 13:50 by DMOC.)
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Whoa, lots of posts here!  I'll try to respond to them individually.
(September 22nd, 2013, 11:16)TeddyKGB Wrote: Fuck it, half time and we lose 0-2. Common, United.
Micro for next turns from T39.
Cap(4) works fish+deer+GHmine+(0/3); start worker
MIT(2) works cow+pigs
T40 - war3 done in MIT > start worker; MIT grow size3; MIT takes GHmine instead pigs; Cap works pigs instead GHmine
T41 - GoldMine done; MIT working cow+gold+GHmine
T42 - woA start route gold
T43 - woB done in cap -> move to mine GH; cap start settler
T44 - BW done, slider 0%, start Agri; gold connected(woA)
T45 - slider100%; woC done in MIT -> move to forestPH to chop into cap; MIT start worker; woA -> move to chop into MIT;
T47 - GHmine done
T48 - woB start roading to city#3; chop to MIT done; chop to cap done
T49 - setteler in cap done; woD in MIT done; revolt to slavery
And FML, we lose 0-4 already. Common, guys!
Looks like a good plan to me. Haven't verified it myself but if it gets us what we need it works. I'll link to it from the first post.
(September 22nd, 2013, 12:08)TeddyKGB Wrote: GG city. 1-4 final score. Fuck it, there is always a next game.
(September 22nd, 2013, 08:31)DMOC Wrote: Some thoughts:
-If the settler from the 6->3 whip only comes 1 turn sooner, then I agree in that the other sim is the way to go here. Upon thinking about it, the benefit of the 6->3 sim is getting a third city 1 turn sooner and getting an extra warrior, which is probably not necessary right now. And with a better worker network and larger capital, I think the tradeoff isn't worth it now.
-I actually like mining the capital's second grassland hill, and I probably misplayed it in my sim since all 3 cities can work it, as you say. But we also need workers to immediately hook up the horses ASAP, followed by the wheat. If we're feeling gutsy, we could try improving the wheat first, then the horses.
-One thing we should consider is what do we want the 3rd city to be? It can be a nice secondary commerce city by supporting some of the capital's cottages, and I think down the line we might have it generate perhaps an early GP. (Maybe have that city make a scientist while the capital makes settlers? Also, is a warrior out of there a decent build? If SH is available I suggest building it until we get horses set up, in which case we can swith production to chariots later. Then chariot -> granary -> library?
So I suggest we switch our empire mode to align to your other plan. Do we have a micro plan set up?
---
Speaking of gold, I'm surprised that another team would work one this early as well. We basically optimized getting our second city up and running early (to be size 2) so that we could work the gold as soon as reasonably possible. Ideally, MIT will be able to always work the gold tile from this point forth. MIT will have trouble growing but if we donate the pigs to it, we can get it to size 4 and it can stagnate there while working gold, 2 grass hill mines and 1 cows and just being a pure worker pump.
- ok, lets go for woB(T43)>settler(T49) in cap.
- after GHmine done that worker start roadind to Horses
- I agree. We could grow it to size5 and work 3 overlapped cottages, or start GS at size4-5 for fast Academy in cap. I suggest we build granary at size1 (via 1 chop) before charriot or warrior, tho. See my sim above.
As for warrior vs SH, I'd like to have more warriors. They can explore, they can spawnbust and obv they are cheap military police now and after Monarchy. Its not a wasted 15H, imo.
Its only a speculation about city#3 location, before T44 and copper visible. But I like this spot. Its allow us get Horses and riverside Wheat while share 3 cottages with capital. As far I can see, there is no good spot to relocate our capital soon. And city#3 leave us an option to settle on south coast to grab possible seafood or furs or silver.
Yeah, right now I like the idea of our projected city 3 location. The only qualm is that we won't be able to improve horses or wheat for 5 whole turns, but in that time we can get a better road network set up so that the horses will be connected as soon as the pasture is finished.
(September 22nd, 2013, 12:37)TeddyKGB Wrote: My attempt to dotmap (sorry for poor photoshop skills):
Looks good at a first glance, but there's no way we'll be able to get city site 10 if we're going to negotiate a fair border agreement with them. It's a bit cramped here, but we're not going to be growing all our cities to size 20 anyway so it's not that big of a deal as compared to a single player game.
(September 22nd, 2013, 12:42)TeddyKGB Wrote: Had to decide right now:
- move war1 SW or stay on gold.
- move war2 SW from cap.
Moving them both SW is fine. I really would like to see if there's seafood or furs/silver down there.
(September 22nd, 2013, 12:43)TeddyKGB Wrote: Lets name our warriors. Any suggestion?
No idea -- you can name them. Maybe after some special group of scientists?
(September 22nd, 2013, 12:49)TeddyKGB Wrote: And I saw some human barbs on T47 or T48 in my sim. Now I'd guess they start appear on T45.
And they could enter our borders right away, cause it already 19 cities on the map on T39. 21+ cities on T45 most likely.
Then we should probably get our two southern warriors to stay on both sides of our projected city 3 location, or stick to coast to reduce the chances of getting hit by barbarians.
(September 22nd, 2013, 13:11)TeddyKGB Wrote: T39 finished. Option2 (Wo>Set in cap).
Move both warriors SW.
Excellent.  We're actually looking pretty good in demographics, which is surprising for a civ that doesn't have good starting techs.
(September 22nd, 2013, 13:18)TeddyKGB Wrote: Some minor name changings:
Correct me if I'm wrong with english grammar.
Fine as well.
September 22nd, 2013, 14:23
(This post was last modified: September 22nd, 2013, 14:36 by TeddyKGB.)
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(September 22nd, 2013, 13:47)DMOC Wrote: Whoa, lots of posts here! I'll try to respond to them individually.
Sorry, I'm depressed and drunk after ManUTD lose vs City. Can't handle myself right now.
(September 22nd, 2013, 13:47)DMOC Wrote: Yeah, right now I like the idea of our projected city 3 location. The only qualm is that we won't be able to improve horses or wheat for 5 whole turns, but in that time we can get a better road network set up so that the horses will be connected as soon as the pasture is finished.
Yup, we could reevaluate after T44 and copper, tho. I still like this location very much.
We could connect Horses on T56 and chop our 1st chariot on T57 if we like. If we play hardcore for Horses, then it coud be T56 for 1st chariot, I'd guess.
I did farmed Wheat in my sim 1st before Horses, but its up to later discussions.
And I did put 3 workers on city#3.
(September 22nd, 2013, 13:47)DMOC Wrote: Looks good at a first glance, but there's no way we'll be able to get city site 10 if we're going to negotiate a fair border agreement with them. It's a bit cramped here, but we're not going to be growing all our cities to size 20 anyway so it's not that big of a deal as compared to a single player game.
It was just a 1st attempt to dotmap by me. Many things could change during next 10-20 turns.
Still, I'd like our team settled spot 6 and spot 9 before LP and CareBears denied it to us.
We could talk with LP about border agrement from point of strength: you are FIN/IND, we need more land to keep up, so its fair to give us more land. Its not for 1st contact obv.
(September 22nd, 2013, 13:47)DMOC Wrote: Then we should probably get our two southern warriors to stay on both sides of our projected city 3 location, or stick to coast to reduce the chances of getting hit by barbarians.
Good idea. Bad luck if we find copper north near corn, tho.
Still, we had to explore south coast and tundra. And our scout is healing far away.
And our city#3 is good anyway, despite location of copper.
September 22nd, 2013, 14:44
(This post was last modified: September 22nd, 2013, 14:46 by TeddyKGB.)
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(September 22nd, 2013, 13:47)DMOC Wrote: Excellent. We're actually looking pretty good in demographics, which is surprising for a civ that doesn't have good starting techs.
Our GNP demo is inflated by +2+2 culture. Still, not a bad start for us, imo.
And we have only 1 worker now, thats sick.
September 22nd, 2013, 22:01
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September 22nd, 2013, 22:39
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Not much to say here; everything's going according to plan. Hopefully the warrior south will survive. What's the plan with the warrior just built from MIT?
September 23rd, 2013, 11:31
(This post was last modified: September 23rd, 2013, 14:25 by DMOC.)
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I suggest we put our points back on Team M&M.
Quote:Hi dear Egg Heads,
How are you doing? We are just fine, recently met Master & Margarita to our East.
For some time we could see each other's graphs (spionage ratio 44/44) but we noticed that you set your spionage power on us again. As a consequence we are now unable to see your demographics. Could you please fix that? It is in the interest of neither nation to start a spy war.
Thanks!
Yuufo / Care Bears
Quote:I think we put in extra EP points on you since we were in danger of missing your demographics. However, if you're unable to see ours, it's probably best in all fairness to let you catch up. I'll let the turnplayer (if it's not me) know about this and we'll put our points back on Margarita.
In the meantime, have you met anyone or have found some interesting stuff about the map? We think there's five of us in a row in the "southern" portion of the map, while the other five are in the top. In our area, we probably have us, you, M&M, Orgynized, and the Pacal/Native America team.
-DMOC
Team EggHeads
Quote:Thanks!
We didn't explore very much for now. As you said our continent looks horizontal. We found MMs borders and got no further eastwards.
Do you have the Native Americans as second neighbors? not too scared by dog soldiers?
We noticed that Orgynized built Stonehenge this turn. On our side we would like to found a religion. Maybe you'd be interested in a missionary later!
The Care Bears
September 23rd, 2013, 17:18
(This post was last modified: September 23rd, 2013, 17:37 by DMOC.)
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Turn 41 - 2360 BC
-Our gold mine is done, and we shot up to first in GNP. (We're actually first in GNP, MFG, Food, and Land Area.) MIT is working the gold, the cows, and a grassland hill mine. CM is working the fish, deer, pigs, and a 3H forest.
-Our scout will be in full health in 2 more turns. Team Care Bears recently whipped their second city, probably for either a Fast Worker or a monument.
-Our southwestern warrior will be in full health in 2 more turns. I left him healing.
-I wasn't sure what the plan was with the northern warrior, so I moved him one north, just in case he was going to fogbust the area.
-Our southeastern warrior is still in our borders but can move 1 next turn to reveal some new land.
-Team Orgynized built Stonehenge.
-I put our espionage points on Team Margarita.
Cities:
Vicky/India: Turns 28 and 37
Us: Turn 33
Isabella/Inca: Turn 33
Pacal/NA: Turn 36
M&M (Willem): Turn 38
GG (Ragnar): Turn 38
Mansa/Zulu: Turn 38
Darius/England: Turn 39
Seems like Orgynized and Napoleon/France still aren't settling any cities yet.
I also sent a response back to Care Bears:
Quote:Team Care Bears,
I just played turn 41, and I put our espionage points on Team Margarita, who are the only other civilization we have made contact with. They told us that Team Orgynized is to our west, so we're hoping to make contact with them soon and congratulate them on Stonehenge. Meanwhile, it seems like we are both in the "better" land mass (i.e. the southern hemisphere). After all, I certainly wouldn't want to start next to Rome or Sumeria! Hopefully the northern civilizations get distracted with early warfare.
Your proposition about a religion is quite interesting. If you don't mind us asking, are you aiming for one of the early religion techs at the moment? If so, you'll be glad to know that our team is not making religion a priority right now, so that's one less civilization in the competition. Since we assume we won't get an early religion, we are definitely interested in you sending us at least one missionary. Just let us know what you'd like in return, as we're happy to make some reasonable payment in exchange.
In the meantime, we have several units out there exploring the land, including our scout who's east of your third city. We're hoping to completely explore the land between us so we can get a border agreement set up by perhaps turn 75.
Best wishes,
DMOC (Team EggHeads)
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