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RBP3 [SPOILERS] Team Nice Shot - Pacal of Carthage

I'm not sure myself that the whipping down to size one is best in the long run. I'm afraid that the maintenance could be too high on emperor to have 3 size one cities. Thankfully, that decision won't come up for another 30 someodd turns wink

It is nice thoguh to have our tech path down at this point. I'll try a couple more sims out this weekend about when to get workers out etc.
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I would certainly like to know how the maintenance looks on a huge emperor map before we get to the point of actually founding any cities.

Being financial, my first instinct after AH is wheel-pottery with one of the first two cities sharing at least one riverside cottage with the capital. Watching these MP games, I have learned not to fear overlap. It allows easier movement between cities (think wartime), allows cities to share tiles, and gives lower maintenance.

For now, I'm happy that we have a plan of action to follow, even if we decide to make adjustments to it almost every time we look at it.

Looks like the next turn has rolled, so I will go ahead and play it before I get ready for work.
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Played the turn. Moved onto the hill tile. No new resources revealed but there is a nice little stretch of river in the east. Will follow the forest trail southbound to uncover more details. Next turn the borders are due to expand so I will snap another screenshot then. Hopefully there will be lots of great things uncovered.
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I agree that tech path goes wheel --> pottery next. Not only does
that allow us cottages, but also half priced granaries.

I think exploring wise, we should have the warrior explore that eastern area a bit more, and then start to come back clockwise to explore the area south of our capital. The second warrior we build I would plan to have start moving north and then explore the west of our capital (I would like to keep that second warrior pretty close to our capital though)
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By the way, I think we should move the warrior South next turn. That, combined with our border pop, should fully reveal that eastern river area nicely, and allow us to include it in our siming.
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I just tried out another sim that started by building two workers right off the bat, and it came out pretty even. The warriors came out a bit later. The first settler came out the same turn. The second settler came out 2t better than not whipping from the previous sim and only 4 turns worse than whipping. In this sim, the capital was at size 2 when the second settler came out. Seems like going two workers first turned out to be somewhat of a wash, as we now have options with size 1 cap, size 2, and size 3 with that order being the order of the third settler.

Here's the exact move order. I'm totally unsure which is best of the three options we have!

Sim 4 (Agri-BW-AH. Went two workers off the start).
T11: Worker 1 complete, moves NE-E to mine. City builds worker.
T15: Mine done, city switches to work mine (1f, 3h, 1c)
T16: Worker 1 moves W-W, farms the sheep
T21: Worker 2 completes. Worker 1 finishes farmed sheep, city set to work that tile (3f, 1h, 1c). City set to build warrior. Worker 2 moves N-N, farms.
T22: Worker 1 moves 1N (joins worker 2) both farm.
T24: Worker 1 completes farm. Worker 2 moves 1SW
T25: Worker 2 moves 1W, mines. Worker 1 moves 1SW. Warrior 2 built, next build: warrior.
T26: Worker 1 moves 1W, mines.
T28: Worker 2 finishes mine. Worker 1 moves 1NE.
T29: BW in, tech --> AH. City grows to size 2. Tiles worked: river-grass-farm (3f 1c), plains-sheep-farm (3f, 1h, 1c). Worker 1 chops, Worker 2 moves NE
T30: Warrior 3 built. Build set to settler. Tiles worked: plains-sheep-farm (3f, 1h, 1c) and river-grass-mine (1f, 3h, 1c). Both Workers complete chop.
T31: Workers 1&2 move E-E.
T32: Workers 1&2 chop
T33: Worker 2 completes chop. Worker 1 moves SW-SW (Note for turn 33-40. Depending on which way we want to send the settler, the chopping order will change. If we want to send the settler east, chop as in this micro plan. If we want to send the settler west, we should chop the forest 1E of the capital square and then the forest 1NW. If we do decide to settle west, I’ll remake the next few turns)
T34: Worker 1 chops, Worker 2 moves SW-SW
T35: Workers 1&2 complete chop.
T36: Settler 1 done. Build set to Worker (if emergency, have the overflow here for 1t warrior). Workers 1&2 move SE-NE.
T37: Workers 1&2 chop
T38: Worker 2 completes chop. Worker 1 moves off with settler.
T39: Worker 3 completes. Build set to Settler (we could alternatively build a warrior here and grow to size 3. will probably depend on how good of a 3rd city site we see and if we lose any warriors to barbs). Worker 3 moves NW, Worker 2 moves NW-W.
T40: Worker 2 completes chop. Worker 3 moves 1N (partial farm. Might change this if AH takes longer because of second city settling).
T41: AH in. Workers 2&3 convene on the farmed sheep, pasture. Revolt to slavery (I know we didn’t switch to slavery while settler 1 was in route, but most of our production is coming from chops anyway, so I’d rather get AH in 1t sooner for the workers to use it).
T43: Pasture done. (City works it)
T44: Workers 2&3 move SW-SW to pasture.
T46: Second pasture complete
T47: Workers 2&3 move SE-E to chop
T49: Settler 2 done. Build set to Worker (done in 3t). Worker 2 completes chop. Worker 3 goes with settler. Wheel done in one turn.
(Note: It would actually be more efficient to work the second pasture from turn 46 on than the river-mine-hill I am currently working. I should have done that in my sim and didn’t.)
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Shoot the Moon Wrote:By the way, I think we should move the warrior South next turn. That, combined with our border pop, should fully reveal that eastern river area nicely, and allow us to include it in our siming.

I'm more excited for the next turn than any other so far for precisely that reason.
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As for the micro plans, if worker-worker doesn't result in any major advantage, I think I would prefer worker-warrior. That gives us our first warrior 9 turns earlier, which means more information about the NW (and everything else) 9 turns earlier... which could be the difference in finding a spot for the first settler.
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Mr. Nice Guy Wrote:As for the micro plans, if worker-worker doesn't result in any major advantage, I think I would prefer worker-warrior. That gives us our first warrior 9 turns earlier, which means more information about the NW (and everything else) 9 turns earlier... which could be the difference in finding a spot for the first settler.

I agree. I am planning to go back and adjust worker-warrior to see what it looks like if we stay at size 2 instead of growing to size three before the second settler (it feels like that is probably the strongest move; I'd like to check it).

Once we get a finalized micro plan, I'll put it in my first post of the thread so we have it for easy reference.

I really want this turn to turn over already!
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Team DIM has been in and out of game all day.. one would think they could have played and finished their turn. I'm just antsy as I want to play before bedtime.
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