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Intersite Game - Turn Discussion Thread

Main advantage of settling N of copper as opposed to E, is it's just faster to set up: we don't have to road as far, the workers and settler setting it up are much safer, we found it a turn sooner, and we can easily chop a forest for the granary resulting in a brilliantly efficient opening for the city. And it won't waste a forest. Advantages after founding include:
* It will cost 33% less distance maintenance (N location is "4" away from cap; E location is "6" away).
* It will be more connected to the rest of our empire and therefore easier to defend from barbs in the near future.
* It can share a couple of improvements - a grass cottage from AO and the plains cottage we will finish soon from MM.
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1N of the copper is just perfect. Two awesome tiles and 5 forests in the first ring alone is just exactly what we need right now.

We might seriously consider not completing a road on the copper - put all but 1T into it so we can connect it at any time with a single worker turn. It'd be really beneficial to be able to continue to build warriors.
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In the light of the last arguments, and in absence of the additional information from scouting I am also leaning towards 1N of the copper right now.

Kalin
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I'm in favor of doing worker action as if settling 1N while exploring the area further.
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Turn 40 - 2400BC

As posted before, the big news for the turn was the discover of copper next to the pigs tile:

[Image: ISDG-130s.jpg]

Discussion so far has keyed in on the tile one north of the copper as a good target for our third city. We'll use that as our current assumption for the moment, pending new information from our exploring warrior scout and/or where horses are located when we finish Animal Husbandry research in 3t.

Both cities are still in the midst of their current worker/settler builds, with no tiles changing hands. The worker movements are following SevenSpirits' micro plan, again pending possible change depending on what we find. If we do go with that plan, I'll try to sim it out and type it up more formally later.

Minor proposal for discussion: any interest in having warrior Goldilocks scout the desert tile to the east? It's probably safe, and Mansa's Muse doesn't need any warrior police for happiness purposes. I have not moved the unit yet this turn. Alternately, I can simply move the warrior back into the city. We have another 20 hours before the German team will be done to decide.

[Image: ISDG-131s.jpg]

Here are the Demographics at the midpoint of this turn. The two laggards of the game, We Play Civ and Spanish Apolyton, both founded their second city earlier this turn. They are both in a lot of trouble compared to the other teams. Our GNP is somewhat inflated by the double-prerequisite bonus on Animal Husbandry research. Bronze Working put us into the Power lead for the moment.

We should get CivFanatics bar graphs next turn or the following one. Be prepared to do some number-crunching on that soonish.

This was a very good turn for us overall. Aside from the copper appear next to Mansa's Muse, that resource was in just about the best location possible. We already have five very strong city locations (capital, MM, copper/pigs, fish/horses?, clams/floodplains) just in our neighborhood, with most of the map unexplored. Things look good.
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I like exploring the desert hill.
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SevenSpirits Wrote:I like exploring the desert hill.

Me too.
Kalin
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Sounds good. I'd rather expand the sentry net, and get some fogbusting.
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I agree with scouting the desert hill as well.
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Warrior moved. Still waiting on German team to finish their daily sitzkrieg.
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