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[SPOILER] PB37 Dark Savant tries not to be a blatant MP n00b

Just grabbed the latest demographics, and someone is now indeed working the freshwater clam with a work boat.

This must be Coeurva or GermanJoey, since they are the only ones who started with Fishing.  I'm going to read this as Coeurva as before; he has more reason to do that since he doesn't even have either Agriculture or Hunting.  He'll have Bronze Working all ready to go for his worker once it does emerge.
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Turn 11 (3560 BC)

The scout finds a deer:

[Image: t011-doh-a-deer.jpg?raw=1]

Can't get excited about it, since you need Animal Husbandry for that in this mod.

In Demographics news, Coeurva just gained a population point (the only new soldier points this turn), so he's definitely the one working the clam tile.

Nothing else.  It's clear by now there's a reason to move the settler I didn't think about: it makes it harder to figure out what someone else is doing.  Krill can't be researching Fishing, Archery, or Mining, at least.  Did he find the equivalent of our pig/cow/cow site, and is researching Hunting to exploit it?
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Turn 12 (3520 BC)

A wolf shows up in the direction the scout's going, but I'm not going to let a mere wolf stop me from unfogging terrain.  (Fun fact of the day: Western civilization has had problems with wolves attacking humans until relatively recently; the most famous case I can think of is the Beast of Gévaudan.  Yeah, that's wolf attacks killing humans by the dozens all the way up to the time of late colonial America.)

We find another grassland pig:

[Image: t012-first-animal-sighting.jpg?raw=1]

That's turning out to be a lot of food that's close to the start site, but just far enough away that it can't be seen on the first turn, and also so that you can't plant a good second city that has moderate overlap with the capital.  That also means it's likely Krill is doing just fine.  Also, that is another reminder to scout the coast east of Castle Ironfist; there could well be 2-3 seafood resources for the claiming just out of sight there.

There's likely a sweet military site somewhere up north with plenty of food and many hills for production, but I'll need to scout a little more to confirm a location, and it probably won't be where my first settler is headed -- it'd have to be better than that coastal plains-hill pig/cow/cow/2-lake site.

It's in fact unclear just where I can found a good first-ring city close to the capital so that it can work a bunch of cottages as a set-up for Bureaucracy.  If I end up planting cities on the two city sites we've talked about most, I might in fact plant a later city 3 tiles due south of Castle Ironfist just for that purpose.

I'll run the intense sims sometimes on t13 or t14, since I need to move Frodo on t14.

No score or significant demographics changes this turn.
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Oh wait, rival best manufactured goods went from 2 to 4 between the last Demographics captures.

This has to be GermanJoey because he's the only person who played between those captures.  He just fiinished his worker, and is now likely putting maximum hammers into a work boat.
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Turn 13 (3480 BC)

The scout survived the wolf attack with scratch damage.  I'll move him one more turn before resting one turn to restore health; he finds this:

[Image: t013-northern-coast.jpg?raw=1]

That's a lot of silver we've got here.  It doesn't look like there's a compelling reason to send our first settler this way.

I'm planning to send the scout northeast once I finish defogging the area north of Castle Ironfist.  The plan is to build chariots for any serious future scouting; the current research plan is Bronze Working -> Fishing -> The Wheel -> Agriculture -> Pottery -> Animal Husbandry, so it will take a while before I can do that.

Other civs: dtay showed up with a tech.  This is almost certainly Mining, which precisely accounts for the 2000 new soldier points that just showed up.  He would have worked the oasis during this 7-turn research: at 12 flasks per turn, plus 3 overflow from Fishing for 87 flasks total, that completes Mining this turn with 8 flasks of overflow.  He's also got his worker out just now, as do GermanJoey and Ventessel.

No one else gained any population or tech.  Krill would have Hunting by now if he wanted that, but he doesn't.  Is he researching Animal Husbandry ... or an early religion?

Reverse C&D: Anyone who is paying attention will know I'm researching Bronze Working, built a worker first, put a pasture on the cow, and am now working the pasture.

I'll start working on the sim; might as well since I'm not going to get more information from the healing scout next turn.
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Okay, I created a new sim.

My original plan (which moves the worker north to chop both forests) yields: t15 warrior; t16 Bronze Working; t18 warrior and 1 pop; t21 worker; t22 Fishing; t23 work boat; t28 settler and Slavery; t31 The Wheel, plant city 2.

This has the problem that there isn't quite enough for 2 workers to do this early; I end up putting a mine on the grassland hill for lack of anything else to do (the mine is idle since I don't have the pop to work it yet).  It also cashes in all four nearby forests to do this.

I can produce just a single worker before starting on a settler, which runs: t15 warrior; t16 Bronze Working; t18 warrior and 1 pop; t22 Fishing; t23 work boat; t27 settler and Slavery; t30 plant city 2; t31 worker and The Wheel.  This founds city 2 a turn sooner, still leaves us with one forest, and the second worker emerges just as it gets more things to do.

In either case I have a worker ready to start a pasture on the grassland pig the moment the city is founded, so there's no difference there.  I'm planning to have city 2 grow on the pig, whip a barracks the moment it hits size 2, and overflow into a warrior.

So I think it's best to produce two workers before a settler only if the grassland hill turns out to have copper.  Any thoughts?

Moving the worker south to mine the hill and chop the forested hill works out awkwardly, so I won't be doing that.

I plan to revolt to Slavery just after our first settler is complete, so it can move during the anarchy, and because it's not worth whipping down to size 1 to produce the settler.
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New sim sounds good.

And given the layout of the north, clearly you need to pull an ipecac
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(May 10th, 2017, 22:44)ipecac Wrote: New sim sounds good.

And given the layout of the north, clearly you need to pull an ipecac

I actually have no idea what ipecac refers to, can you please explain?  (Unless it's obvious from the smiley smile)

(Also, for city 2 I should probably catch the whip overflow in a worker, and chop out another one there.)
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It means settling on a sheep, like I once did. But that was a joke.

Also, does this version of RtR allow whales to be hooked up early?
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(May 10th, 2017, 22:59)ipecac Wrote: It means settling on a sheep, like I once did. But that was a joke.

Miiight actually happen, since we don't lose that much.

(May 10th, 2017, 22:59)ipecac Wrote: Also, does this version of RtR allow whales to be hooked up early?

Yes, we can make whaling boats with just Sailing, so that's something to research sooner rather than later.  Another reason to delay Mysticism lol
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