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Yes, that's the advantage of 78 of Cows (3 cottages), vs 7 of cows (1 cottage). But that can also be done with a city 3 of the sheep.
My main concern is, how do we get as many citizens asap? Settling next to wet corn means we can connect it 5 turns sooner than 78 of cows. Not to mention the two forests to chop into a granary. It just seems faster. I'd like to overlap cottages as well, but I think this is a time when grabbing more land supercedes overlapping for resources.
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Someone needs to crack open the sim and work out it Pottery third is worthwhile and how it affects a settler build. Pottery fifth means earlier chops and a settler double pop slave with only 1 worker which generally means we can get the city out earlier than we could farm the corn.
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One of the good things about sequential turns is we're going to have a lot of time in between turns to discuss moves.
For next turn I think Scout has to continue West to the hill there.
Warrior as Krill said either 7 or 9. I'm in favor of 9 onto the hill there. It'll give us more vantage over water east.
I look forward to border pop as well EOT. We'll get a lot of fog busted from that.
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I think 9 as well. We aren't likely to send one of hte first 2 warriors up that other spur of land, so getting a little sneak peek at it now isn't a bad move. And we can move 77 afterwards to uncover all of the coast.
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Turn 2 scouting and report for discussion here.
Not too much going on. Went west with the scout, which leaves us with a lot of options:
You can also see the couple tiles revealed NW of PB3 by border pop.
Here I move the Warrior NE:
Peninsula. I've outlined a possible route to make the most of having the warrior there.
Border pop south revels more greenery:
The City:
The Demos:
I've left our citizen working the plains forest instead of the deer to help hide our yields in the demos screen. So if its not me who plays the next turn be sure to switch the tile back to the deer before you end turn.
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Warrior route looks good. This is an amazingly green map, guess that means lots and lots of cottages? Glad we landed a FIN leader. How about NW - SW with our scout? Will get visibility on the peak and hill first, then visibility on the lake. We get stuck in forest if we can't go SW next turn, though. Also, are we going to switch our tech choice around?
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Spam cottages...
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I like E of Corn too. We will be able to put down more cities to share cottages with the capital, such as SW of Deer and the PH 2E of the sugar. For our first city, we should aim for best and fastest short-term output. If there are additional resources over by that PH, I think that might be our best option. What is the build for our second city likely to look like?
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Unless we have 3 early workers that site is starting to look indefensible for a second city. Too many forests to chop and can't split warriors between it and the capital.
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Krill Wrote:Unless we have 3 early workers that site is starting to look indefensible for a second city. Too many forests to chop and can't split warriors between it and the capital.
Do you mean E of Corn only or NW of Cows as well?
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