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Even without knowing precisely how fast we can do it, I can pot together the clear tech path, though.
Mining(Done) -> BW(12T) -> Fishing(5T) -> Hunting(5T) -> Sailing(13T?) -> Pottery -> Writing
Then at Writing, we whip a Library at 2nd city and begin running 2 Scientist, while we research towards something unknown. An idea might be Mysticism -> Meditation, so we can head for Monarchy soon enough. Or Masonry for wonders/Construction. Other avalibile options would be Iron Working(If we get Jungle on our island over there/lack copper), Animal Husbandry(Quick to knock out, we're liable to need it), Metal Casting(Very expensive, though!).
Once we knock out Maths, we see how much until the current tech completes and either go full barrel for Currency or wait for it to finish.
I should re-post my MM plan with BW's new lower cost, but the only difference should be faster Fishing and overall fasterness, but the grassland mine doesn't finish.
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New MM plan.
T7 - Mining in, start BW(12 turns)
T12 - Worker in, Capital starts on Worker(12 turns)
Worker goes to farm Corn(4 turns)
T16 - Worker finishes Corn(6 FPT), Worker being built @ 20/60
At 6 FPT(+ 2 hammers from city tile)...
The Worker finishes on Turn 22.
So T16, the Worker I own goes to mine the unforested Grassland hill until BW(1 turn of movement + 1/2 turns of mining = 2/3 turns)
T18 - Worker moves off of Grassland Hill and into Forest 2S of capital(I messed up direction first time lol)
T19 - BW in, begin chopping said Forest. Research set to Fishing(5T)
T22 - Worker #2 comes in and the forest chop completes to speed along the Settler, as per the other MM plan. Worker #2 still moves 1S to begin chopping.
T23 - Worker #1 farms the tile it's on for something to do.
T24 - Fishing in, begin on Hunting(5T)
T26 - Worker #2 finishes chopping and just like before pre-chops grassland hill 1SE(My mind apparantly moved everything 1W when I was typing it up last time)
T27 - Worker #1 finishes the Farm and moves 1SE to pre-chop THAT Grassland hill. Hunting comes in and begin on Sailing(13T)
T28 - Worker #2 finishes pre-chopping it's tile and looks to put a turn into the capital's grassland mine
T29 - Worker #1 finishes pre-chopping, moves to Pre-chop the forest 1S of my planned 2nd city(Between the Rice and Fish)
T30 - Worker #2 looks to put a turn of pre-chopping into the forest 1W of planned city. Settler completes, begin a Work Boat which can be whipped in 4T.
T32 - Worker #1 finishes pre-chopping it's forest and to not waste it's turn goes to put a road on the Rice.
T33 - Settler arrives but can't settle due to movement, Worker #2 stops pre-chopping and moves to the Rice tile. If the road isn't finish, use second Worker to finish it to as to not waste turn.
T34 - Settle second city, begin 2T Rice farm, get it to begin Work Boat to whip out. Capital whips Work Boat and puts it's overflow into either a scouting Work Boat or a happiness Warrior.
So with this MM plan, I should be looking at...
2 Cities
2 Workers
1 (used) Work Boat
Mining, BW, Fishing, Hunting in
Sailing done in around 6T(Not accounting for slider drop or Fishing prereq)
After that, I plan to have 2nd city(Codenamed Feferi from now on) whip it's Work Boat(Should take 5-6T?), then hurry and grow to Size 4 while the Workers improve Gold and Ivory. Then it'll sit at Size 4 and bring in commerce, since I don't have much I need to whip, while working on Workers until Writing comes in. At which point it will whip out a Library, chop out two Settlers and grow to Size 6 to work 2 Scientists, Gold, Ivory, FIsh and Rice. My capital can whip what I'll need whipped, although thanks to the small starting landmass I won't be as whip heavy(Why whip out so many Workers who won't be doing anything?  Or Settlers that can only hit filler!)
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Ellimoogle Carpathia's post count keeps going up...I wonder what they're planning. Are they MMing? Planning future plots? AMERICA? ...It makes me a little nervous I admit, heh, even if I guess it makes sense for the three-person team to be posting the most. After all, my post count seems to be mostly spam.
Anyway, I'm thinking I should have 5-6 cities when the Math-chopped out Settlers turn into cities, most on the coast. I think that the ones on the island by me while be intercontinental too, for trade routes especially at Currency.
If we completed everything without any change in times, we would get Writing T64 and pop our Great Scientist roughly 12 turns later, accounting for regrowth and whipping the Library. However, this doesn't include the Gold boosted research, sliders, cities other than my 2 planned, Pottery having more prereqs done when Fishing is done or the prereq bonus on Sailing or Writing. Still, 5-6 cities @ T80-ish isn't too bad, right? It still seems slow to me...
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Turn is finally in.
There's no significant change here. My GNP is now 21 instead of 19 due to going after BW, which gives me that 20% prereq bonus. Mining gives me 2,000 soldiers, hence my increase to it.
Nobody else discovered a tech or anything this turn. I am pretty sure Agriculture is a 9 turn tech @ 10 then 9 bpt. Though for some reason, for example, my Mining Research did not go exactly 10...do you start with 5 free beakers at the start or something?
Either way, obvious that Ellimoogle and Lewwyn have to go Agri first anyway, otherwise Worker is useless.
With this, there's a double clams city there.
I decided to try and dotmap...but I'll be honestly, I couldn't draw the borders right. :< I'M SO PATHETIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIC.
So I made a circlemap instead.
Cities are marked by color: Tyrian Purple/Light Purple(Codename: Feferi), Dark Purple/Double Clams(Codename: Eridan) and the single Clam, red site(Codename: Karkat). Resources are circled in the color of the city that owns it: Shared resources are colored shared.
The first city I'll settle is Feferi, for obvious reasons. Work the food to grow. Forests for chopping. Gold for growth and happiness. Ivory for hammers and happiness. I already outlined my plan for this city.
Eridan might actually be my third city. I could use it's double clam for whipping purposes when my cap gets butthurt or something. Actually, I could whip plenty of stuff from there. The key reason to build it here is it is low maintanence, being close to cap.
Karkat isn't a bad city, but unless another food resource is found down there it's filler. I anticipate another food resource to be found in one of those foggy water tiles though, which would make Karkat the third city over Eridan.
With nothing left to do, end turn. I actually did this a long time ago, but I got stuck in a long(Still ongoing, about 4 hours!) long RP and forgot to actually hit end turn and save until now. >.< Could someone prettify my dotmap and make it...an actual dotmap? I can provide original pic if need be.
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Why are you going to lightbulb math? Usually when I play (sp) I can research it faster then getting the scientist out after writing.
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bato Wrote:Why are you going to lightbulb math? Usually when I play (sp) I can research it faster then getting the scientist out after writing.
If I'm researching Math, I'm not researching another useful tech, and as Philo I can pop out a Scientist far faster than I can research Math. Academy that early won't matter barely at all anyway, either.
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So is there going to be enough of a food bonus to get Writing before Sailing? As a creative I like to get those cheap Libraries out ASAP.
Keep up the good reports! Don't expect to beat out a team of three in post count, but rest assured you're giving an entertaining read.
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why not move both of the west cities that are planned 1 south, you dont lose any tiles, the purple city gains a river, creative should get gold into your BFC pretty fast and it enables sharing of the gold tile so its always worked.
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@ Commodore: I don't think so. This game is going to need a fast Sailing, I feel, due to the multitude of seafood resources(Lighthouses!), the importance on settling at the least the island by you, if not more(Most of the best city sites will presumably be there) and so on. I generally want my capital to doublewhip a Galley as soon as it grows to Size 4, then load a Warrior and possibly a Scout on it and explore that island. And if it's not too big, send them on any other islands I find. And so forth.
I was, however, considering fitting in Pottery first. I'll have every prereq, so I should be able to finish it before my second city is founded, so I can work a cottage up when need be, begin building my cottages earlier and so forth. It'll also give my Workers something to do(Lack of Worker tasks on this island!). Then I'll head to Sailing, where I can doublewhip a Galley(Overflow into Settler) and then finally Writing.
@ bato:
For Feferi, there are a few reasons:
1. Defense: There's only one way for ships to come in or out of Feferi, so I only have to guard that tile to guard myself from, say, a Sirian Doctrine or somebody going bullhog with razing coastal cities. Also, thanks to the hills and peaks, attacking from land is somewhat awkward too. If I put it 1S, then it can be attacked from all sides of the sea and has 3 hills behind it where my enemey can use cover.
2. Less ocean: This isn't going to be a mega commerce city, there's not enough cottagable material for that, so coast is actually not that great, only a 2/2(2/3 w/ Colossus) tile. Moving 1S also gets more ocean: 2 Food 1 commerce tiles with no hope of improvement are horrible! If I was financial or could get the Colossus, or both, then moving 1S would be great(Fin coast being 2/3 and potentially 2/4, coast 2/3 with Colossus), but without those ocean tiles are basically peaks for me. Also note: If I want, I can put Windmills on the riverside Grassland Hills(And most of them are riverside!) that I gain from the move and I get a 2/1/2 tile, which is strictly better than a 2/2 coast, which also improves to a 2/2/3 tile later(2/2/5 with Enviromentalism).
3. The Ivory. Not just working it, although that's good(1/3/2 tile), but I get it online a lot sooner at the current spot, so I get a faster happy cap, so I can slave more and so on, plus it allows the plan I have for sitting Feferi @ 6 for a while.
So I don't think 1S grabs much aside from less overlap, but IDK if that's nessecary, because honestly both Eridan and Karkat are pretty much filler(Which is why I'll probably only be settling 1 in a timely manner). If I did move Eridan, I'd probably move it 1W and not 1S, so that it can also share a cottage with the capital.
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Save get!
Save bag fuck.
As you can see, Jkioan went up another 6 points, consistant with growing a pop point as a result of feeding off of Corn for 6 turns. Do the Demos agree with me?
Rival best food is 7, consistant with working the Corn and a 2 food tile, while the lowest hammer yield is now 3, consistant with Corn and a 2 food 1 hammer forest grassland. The Soldier count backs this up with it's small boost.
8 turns and needing Agriculture for their food builds means Agriculture is obvious for the other 2s techs. The lack of a Soldier boost consistant with a Warrior means that Jkioan either switched production or did not build one.
Therefor
Jkioan:
T5 - Fishing
Slow building a Work Boat/???/NOT WARRIOR
Ellimoogle Carpathia:
T8 - Agriculture
Building a Worker
NobleLewwyn:
T8 - Agriculture
Building a Worker
Moved Warrior uselessly...didn't finish report or turn for 7 hours after getting save due to RPing...
Done!
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