Posts: 2,764
Threads: 2
Joined: Nov 2009
Ok, I've been playing around with a somewhat mismatched sandbox, seeing what's best for the workers near Kojak (must change name!).
I think that two workers should head to the rice, with the third moving to the forest SE of Dead Man's Hand to chop out the forge.
It works out nicely because by the time those two workers have farmed the rice, and roaded both the rice and the silver, the borders expand ready for the workers to immediately mine the silver (three turns combined). That's assuming barbs don't appear out of the fog to mess things up, although we do have an axe there.
There will be an additional worker built in Kojak roundabout the time the silver mine is competed which can head N/NW to develop another city (maybe chop, mine & road the forested hill 1S of DMH?). The two southern workers can then farm the riverside grassland 1E of the city and then cottage the other two, plus mine the grassland hill 2N. That will give the city six workable tiles (ignoring the silver), which will plenty for a while, so the workers can move to other cities. Depending on the speed of the growth of Kojak, we may be able to spare one of those workers earlier.
I'd like to get two axes out of Pocket Bullets after the library to fogbust in the east, one on the wheat hill and SE of Nut Flush Draw somewhere. Then we can concentrate on infrastructure!
Posts: 13,563
Threads: 49
Joined: Oct 2009
spacemanmf Wrote:Ok, I've been playing around with a somewhat mismatched sandbox, seeing what's best for the workers near Kojak (must change name!).
I think that two workers should head to the rice, with the third moving to the forest SE of Dead Man's Hand to chop out the forge.
It works out nicely because by the time those two workers have farmed the rice, and roaded both the rice and the silver, the borders expand ready for the workers to immediately mine the silver (three turns combined). That's assuming barbs don't appear out of the fog to mess things up, although we do have an axe there.
There will be an additional worker built in Kojak roundabout the time the silver mine is competed which can head N/NW to develop another city (maybe chop, mine & road the forested hill 1S of DMH?). The two southern workers can then farm the riverside grassland 1E of the city and then cottage the other two, plus mine the grassland hill 2N. That will give the city six workable tiles (ignoring the silver), which will plenty for a while, so the workers can move to other cities. Depending on the speed of the growth of Kojak, we may be able to spare one of those workers earlier.
I'd like to get two axes out of Pocket Bullets after the library to fogbust in the east, one on the wheat hill and SE of Nut Flush Draw somewhere. Then we can concentrate on infrastructure!
Sounds good, but what happened with double-chopping a granary in Kojak? IMO it's better to chop a granary there than a forge in DMH - forges can be whipped post-granary.
I have to run.
Posts: 2,764
Threads: 2
Joined: Nov 2009
novice Wrote:Sounds good, but what happened with double-chopping a granary in Kojak? IMO it's better to chop a granary there than a forge in DMH - forges can be whipped post-granary.
Yep, we can do that too...
Posts: 2,764
Threads: 2
Joined: Nov 2009
Posts: 2,764
Threads: 2
Joined: Nov 2009
Ok, here's the battle scene, with some Ruff chat included:
Incidentally, TT's power continues to spike. I would like to offer Open Borders at some point in the future, if only for the 10 turns of enforced peace. We should really try to open up lines of communication again, but I don't know what to say really. He's not been very communicative.
Ok, back to the Sailboats siege. I don't think we can afford to leave our axe there as bait. Firstly, if the barb axe doesn't take it, he can't get to the city in time, the barb kills a warrior and we need to upgrade the other warrior. It would then be touch and go about survival of the city. If the barb axe does take the bait and kills our axe, it is then 1 tile away from three different cities, which would be not good.
So, we move the axe NW, meaning that it can defend the city next turn. We can then see what damage is done by the barb axe to firstly our warrior, then our slightly injured axe before deciding whether to upgrade.
We can set research to 50% (+4 gpt) or even back down to 0%. PB library is done in 2 turns.
Oh and TT has open borders with Pegasus, so I'm wary of a sneak attack, especially since Pegasus' vulture just had a good look at Speed Limit. I might offer Open Borders now.
Given that we're going to potentially be attacked from a number of civs (although Pegasus not for a while and ad hoc is miles away), we should ignore wonders for now and chop down lots of forests to speed up our development.
Posts: 2,764
Threads: 2
Joined: Nov 2009
A couple more notes. Firstly, ad hoc had a settler in Mecca. Secondly, Ruff's cities are now all named Madrid.
EDIT: Incidentally, what are the chances of the barb axe moving and not attacking the city?
Posts: 13,563
Threads: 49
Joined: Oct 2009
Suggested moves sound good. Not sure if OB enforce peace, I don't think so.
I have to run.
Posts: 13,563
Threads: 49
Joined: Oct 2009
We should clarify with Pegasus whether our NAP includes no ROP for hostile forces. It's a pretty standard clause.
I have to run.
Posts: 2,764
Threads: 2
Joined: Nov 2009
I will check on Open Borders in a test game.
I've already sent the save. We can mention your point to Pegasus / Krill next turn.
More notes. Gems now completed, two workers moved to rice to farm. Nut Flush Draw finishes an axe in 2 turns. Big Slick is now 1 under its happy cap so I'd like to finish off the axe after the worker finishes (in 2 turns). The two workers next to Speed Limit are chopping / about to chop, which will complete the granary in 3 turns. Its borders will expand next turn, giving us some decent visibility to the west, thanks to the hill. No more barbs visible.
TT's power is still a fair bit below ours so I doubt he will attack yet, although a sneak attack is always possible, I suppose. An axe in each frontline city plus a couple of zonal axes would be nice - good that those two cities are close together. Plus we have the NAP with Pegasus until T100 - a dogpile isn't a dogpile with just one civ.
After Poly-Mono-Hunting-Sailing-Currency we might want to prioritise Construction and Machinery for home defence over Code Of Laws.
We're not going to win this game but it's going to be fun trying and failing!
Posts: 13,563
Threads: 49
Joined: Oct 2009
Quote:After Poly-Mono-Hunting-Sailing-Currency we might want to prioritise Construction and Machinery for home defence over Code Of Laws.
If we need to mobilize we can easily make our second GP a GE from BS and bulb Machinery. No need to panic though.
Pegasus might want to ally with the big dog (us), he might be up for a NAP extension for all we know.
I have to run.
|