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[Spoilers] Dreylin's short visit to a late Era

Not sure when I'll have a chance to SIM (just downloaded DOTT to play with wife), but I'll try to have a go this week. Meanwhile:

t251 -

Our SE:


And we also have Horses over here:


Whales at City #3, and more forests. I didn't see a whip this turn in the micro plan, so I went ahead and ended turn - there's probably plenty of time for you to log in and change if needed.

Also, CivStats says that I logged in earlier today while I was at work; was that you using my name to hide under the radar? Not sure it matters since BRick listed all the dedlurkers in the Tech Thread....
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(March 22nd, 2016, 21:11)Dreylin Wrote: Also, CivStats says that I logged in earlier today while I was at work; was that you using my name to hide under the radar? Not sure it matters since BRick listed all the dedlurkers in the Tech Thread....

Yes I logged in to look surroudings to improve sim and moved explorer.

The first whip is planned for next turn.
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T26 this time:
[Image: dP8OpGZ.jpg]
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Wow, doubt I'll get that close even if I do find time to SIM.

Are we using the 4th city for a GP, or does it just not get going fast enough for that?
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(March 23rd, 2016, 20:33)Dreylin Wrote: Wow, doubt I'll get that close even if I do find time to SIM.

Are we using the 4th city for a GP, or does it just not get going fast enough for that?
No, all GPs come from the first 3 cities. I am slightly improving civic changings and micromanagement. I doubt it can be done better with 100% GP chance, may be just for one turn. During the short interval T20-T26 I make 4 GPs, this demands one city size of 10 and I turn slavery before I can actually slave settler to be able to switch to caste earlier.

But you need to pass all the way from the very beginning at least few times for better understanding how it works. You will see that even if you make settler early you wont be able to grow anything in 4-5 cities.

It would be interesting to compare results I got with the classical opening, without spamming GPs or replacing one GP with basic research.
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t252 -

Still working from this:
(March 20th, 2016, 05:38)OT4E Wrote: About early micromanagement:
T0: change civics, plant cap, put science to 0%, tech SM, road to 7 from CAP, start worker
T1: plant city#2, worker 1 goes for gems, worker 2 goes for forest hill near city#2
T2: plant city#3, remove engineer, worker 1-2 start chopping, whip cap, buy worker in city#2
T3: worker 3 (from cap) roads 44 tile from cap, worker 4 mines iron
T4: worker 5 (from cap) roads 44, worker 3 roads 444, worker 1 (on gems) makes road because no culture pop yet, whip city#3
T5: worker 1 chops gems, 2 worker finishes iron, worker 2 starts roading hill, I put wealth in city#2 to save overflow for missionary, care about merchant which is set automatically, city#3 starts theatre

And then integrate this:
(March 22nd, 2016, 15:12)OT4E Wrote: 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


So here's Chickens:


Revealed a 2nd-ring Cow.

Further NW we have Pigs & Ivory:


And in the SE, Fish & Corn:

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Everything is correct in general. I also put citizen on forest in city # 3 to get extra hammer from forge, but it seems that there is no need in that and we can use gold anyway and even more effective.

The land is very good!
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The pigs, ivory and horses spot will be hard to beat. Lush land. What is the priority for military builds in your experience OT4E? I would imagine cavalry, but will cats be relevant or is it best to wait for cannon?

Chopping the shared forest is nice touch.
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(March 26th, 2016, 11:17)Elum Wrote: What is the priority for military builds in your experience OT4E? I would imagine cavalry, but will cats be relevant or is it best to wait for cannon?
Depending on what you want. For wide land operations cavalries are the bests and they do not really care what you have cannons or catapults. Siege is usefull when you are defending but you need proper number of other units too. The core of the army imho is to be consisted of drafted rifles, once your numbers are ok you can start stacking cavalries.
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t253 -

Some interesting land to the East:


Maybe an island?

And more goodies to the North:


How do you feel about sending the Rifle from Llamas up to defog this coast? Ditto the Rifle at Chickens to reveal the coast to the West; too risky?

Overview of core:

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