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I think if we stick to this plan in general I can invent something universal independant from where our religion comes saving chops or overflow in both cities.
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Don't have much time now, but it looks good to me. I'll have a closer look this evening and play the first turn.
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t0 -
Revolts:
And a couple of rows of hills:
But they are green!
So City #3, do we want to found NW of the Deer, or shift it 1N and open up the second Lighthouse Lake?
Also, when you said city #3 "remove Engineer", do you mean just to a regular citizen specialist, or a Merchant? What would the Merchant contaminate?
March 20th, 2016, 23:19
(This post was last modified: March 20th, 2016, 23:23 by OT4E.)
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Plain citizen, GM goes for SM first, then I dont remember but not for Communism. It can be spent for RR later but it screws our initial plan.
I think it is better to plant NNW from deers. It also shares sheep with city#2 it can be helpful. I think after 2 - 3 initial turns we refresh our sandbox runs conaidering new resources and more forests to chop
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I have heard that religion comes to the last city connected to the trade network. May be we need to test it out how it works in our opening.
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I must admit that 30 turns is not bad result, because when we were playing 3x3 in quick speed we couldnt do it so fast. But there is still some space to improve it as I said it was the first try. I hope you guys break my record with the fresh sight. I will post some details but think they are final, we can adjust them to get better results.
GPs timing:
T12 - GE
T20 - GE (requires fast religion spread)
T23 - GS
T25 - GA
T30 - GA (very hard GP, ~400 points)
Civic timing:
T8 - T14 serfdorm, pacifism
T15 - T20 slavery
T21 - T30 representation, caste
The bottleneck is the last GP, because we cant hurry the previous one, so we need to consider growing city#2 to the highest size to improve it or may be replace it with the plain research, it gives slightly more than 1000 beakers.
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I always appreciate a good GP plan.
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(March 20th, 2016, 23:23)OT4E Wrote: I have heard that religion comes to the last city connected to the trade network. May be we need to test it out how it works in our opening.
Hmmm, don't think I've heard that before. Not sure it helps because I think cities 1 & 2 are connected from the get-go.
Am I right that:
GE(1) - City #1
GE(2) - City #2
GS(1) - City #1
GA(1) - City #3
GA(2) - City #1
I See you put a Theatre into City#3 for the Artist, but did you put in a Library for the GS, or is that all Caste Scientists?
March 22nd, 2016, 14:21
(This post was last modified: March 22nd, 2016, 14:22 by OT4E.)
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(March 22nd, 2016, 13:45)Dreylin Wrote: Am I right that:
GE(1) - City #1
GE(2) - City #2
GS(1) - City #1
GA(1) - City #3
GA(2) - City #1 2 All is correct except the last one.
(March 22nd, 2016, 13:45)Dreylin Wrote: I See you put a Theatre into City#3 for the Artist, but did you put in a Library for the GS, or is that all Caste Scientists? Yes after workers and workboat.
March 22nd, 2016, 15:12
(This post was last modified: March 22nd, 2016, 15:13 by OT4E.)
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T28 from another try.
Some more pictures:
And here is how we can deal with religion uncertainty:
We move worker from cap to the forest and then the newly produced worker from city#3. This forest we can chop to either of cities #2 or #3. We save overflow in both cities by building wealth also, the goal is to have the first missionary on the T7 and the next right on the T8
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