LOCAL EVENTS
*i got horsies in my bfc, i got horsies in my bfc, I GOT HORSIES IN MY BFC
so time to think this through:
Option 1: Grow on to the horse immediately. This leaves me at a deficit of worker turns. Also, I have nothing to spend the surplus hammers on except another warrior.
Option 2: Build a worker, then grow on to the horse, then grow to size 5 building workboats. This should result in a great many wasted worker turns.
Option 3: Build a worker, then grow on to the horse, then build a settler. This seemed the best at first, but I still have surplus hammers. Also, a second city really is good at this point. I didn't do a detailed number crunch, but it seems delaying the horse is worth getting BOTH the cow and the corn up early. Also, more commerce.
Option 4: Build a settler as planned, teching fishing. Build a worker to pasture the horses and grow to size 5 building workboats.
Sketching out the numbers showed Option 4 had a great deal of promise, I should get BW ~t45, a couple turns after the workers finish hooking up the horse and cultivating the corn/cow at the second city site. I plonked out a micro plan and, indeed, Option 4 is very workable. I still need to write myself some strategy notes re: Russia, but that will have to wait.
In summary, at T45 I should have 9pop (7 working resource tiles), 2 workers, 4 warriors. Hopefully, I can settle my next city for copper, research pottery at full discount, and be ready to REX.
(May 23rd, 2013, 06:30)suttree Wrote: OK, I was right about England (no demos here, just civstats) he did whip out a workboat t16 - apparently you can whip in pitboss even after ending turn. I still don't understand why he didn't whip the second workboat t15, growing on to the seafood t16... Also, happy he's not financial!
To comment on this, because its very non-intuitive. You can do ANYTHING after ending turn in pitboss - all it does is mean that when everyone has ended turn it rolls to the next.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 24th, 2013, 01:58)Qgqqqqq Wrote: To comment on this, because its very non-intuitive. You can do ANYTHING after ending turn in pitboss - all it does is mean that when everyone has ended turn it rolls to the next.
Thanks - it makes sense to me now: "ending" my turn just signals that I'm ready for the turn to roll.
LOCAL EVENTS
*Warrior is out, will head east to remove the last of the fog.
*Made contact with Russia, I'll loop around their cap to map out their first ring - esp. strategic resources. I only assigned +2 espionage points this turn, then I'll max out until I get their graphs. They got banana.
Note: anything I say in these posts (esp. strategy posts) is probably wrong due to inexperience. Please feel free to correct any errors and false assumptions.
RANDOM FACTS
*Russia is Fin,Ind.
*I assume they have a border with the Byzantines (Cha,Ind) to the north.
*Russia is my only immediate neighbour.
*14 tiles between capitols - capitols(2x2) + exactly two BFC's(2x5)
*Russia has horses due east.
*Current Russian tech is Hunting, Mining, BW.
(May 24th, 2013, 02:59)zakalwe Wrote: Settle in a straight line towards the Russians and chariot rush them. Or maybe get mathematics and horseback riding first.
Without the option to sign NAPs, that front is going to be ugly so you may as well just hit them first.
I am already settling directly at the Russians - the cow/corn site is the natural border (ie claims 7 of the 14 tiles between caps). I'm not a huge fan of a chariot rush - I'm past the point where anything I do could be considered a rush - but I will be chopping at least two chariots ASAP (early 50's) and probing north. A great deal depends on where copper appears and what I see in the Russian first ring - if Russia has copper in the BFC, I might be in trouble. If it is west or north of Moscow, I'll be at an advantage.
I realize now that I'm taking a huge risk in delaying BW. If Russia has nearby metal, my second city will be vulnerable to an axe rush. Blargh - let's take that as it comes. Scout, scout, scout.
I do want to to fit in Sailing before I tech Writing->Mathematics - the trade routes from an island city will be great and moving my capitol off food and on to mines will make for an awesome production centre.
If Russia attempts an Oracle/MC run I might have a good opening for attack with Mathematics->HBR.
RE: NAP's - couldn't Open Borders be considered a de facto NAP? I mean scouts running around border cities looking for build up ought to make it hard to launch a surprise attack. Do people do that?
Russia has a border with the Byzantines, the game favourites. I have a border with the penguins at the south pole. I ought to be able to use that to my advantage. I expect the Byzantines to play aggressively and well; a dogpile or even just aggressive settling during a Russian-Byzantine skirmish might be the most profitable way to claim land. I see banana, so maybe there is a band of jungle between the two and Russia will focus south - we'll see.
It looks like I'll be travelling all of Saturday and so away from the internet. I'll make a post in the tech thread, but if anyone reads this please feel free to play my Saturday turn, password below. There are no decisions to make and I've posted signs in game. Please post in the tech thread after you play; I'll need time to get back and play my turn on Sunday.
(May 24th, 2013, 02:59)zakalwe Wrote: Settle in a straight line towards the Russians and chariot rush them. Or maybe get mathematics and horseback riding first.
I think Mathematics is required for straight-line settling.