As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Astronaut without sin confounds press, invites trio to control civilization

Haha, I didn't look very closely at it, but I see now that it's actually a valid clue. Awesome. smile
If you know what I mean.
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I vote Isabella.
I have to run.
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I get the impression spaceman is OK with that too. I'll post our pick.
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SevenSpirits Wrote:I get the impression spaceman is OK with that too. I'll post our pick.

And indeed I am.
And on the sixth day, god created Manchester.

[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
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I hope you properly abuse SPI this game smile.

Darrell
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SevenSpirits Wrote:I tried a couple things. I'm really liking founding on the coast and going worker-settler to found on the other plains hill.

I really like this too. I notice that if we have to research Hunting->The Wheel, we are a few beakers short of having The Wheel in time for the worker to road the tile 1W of the deer (which is necessary to speed up the settler's passage).

Also, we might want to have Fishing in time for our capital to grow on a work boat from T16, after the settler.

The second city will be founded on T17, in time for our worker to have camped the furs. So the second city could work the furs and build a second worker, while the first worker improves more tiles. Question is, will we have enough techs for our workers to be needed?

There are lots of possible tech paths. If we start with Agri/The Wheel we could tech Hunting->Fishing->Mining->BW, or Hunting->Fishing->AH, or Hunting->Fishing->Pottery, or we could skip Fishing, etc. etc.
I have to run.
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So I think this sim works pretty well, maybe with a few minor adjustments:

[Image: Civ4ScreenShot1065.JPG]
I have to run.
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novice Wrote:So I think this sim works pretty well, maybe with a few minor adjustments

e.g. not losing your Settler to a Wolf.

Darrell
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darrelljs Wrote:e.g. not losing your Settler to a Wolf.

Or a confused villager.
And on the sixth day, god created Manchester.

[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
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novice Wrote:I really like this too. I notice that if we have to research Hunting->The Wheel, we are a few beakers short of having The Wheel in time for the worker to road the tile 1W of the deer (which is necessary to speed up the settler's passage).

By my calculations (41 + 62 getting 10/turn) we'd be 3 beakers short. We can actually squeeze out those beakers: work the fur instead of deer twice while building the worker gives us 40h exactly so we lose the 2/1.25=1 overflow hammer but gain 2 beakers, and working it once more while building the settler finishes the wheel and costs a second hammer. Which just barely works - we finish the settler with zero overflow.

So, no matter our starting techs, this build order works.

Quote:Also, we might want to have Fishing in time for our capital to grow on a work boat from T16, after the settler.

Alternately I don't think it's terrible if we build a warrior. Won't hurt to have more than one.

Quote:The second city will be founded on T17, in time for our worker to have camped the furs. So the second city could work the furs and build a second worker, while the first worker improves more tiles. Question is, will we have enough techs for our workers to be needed?

What I tried was (Agr/Wheel) -> Hunting -> Myst -> Poly -> AH and the workers had plenty techs. Built a FP farm, rice farm (needs Poly), and then pasture. Furthermore we'll want to road toward city #3.

Researching fishing reduces our options a bit but I don't think it's a big problem. I am very happy with second city working the fur camp and building a worker.
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