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I find C&D to sometimes be more trouble than its worth. I'd rather put the effort into improving my own build. If I have the best micro it doesn't matter what anyone else is doing.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Lewwyn Wrote:I find C&D to sometimes be more trouble than its worth. I'd rather put the effort into improving my own build. If I have the best micro it doesn't matter what anyone else is doing.
It has selected usefulness - primarily if you're aiming for a "first to" bonus or an earlyish wonder. Beyond that its just an exercise in filling time.
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Moved the scout, revealed almost nothing, hit enter.
Everyone settled in place and is working the deer while building a worker.
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Hi mate. been taking a look at the sandbox.
Best bet in my eyes seems to be what you've gone with- Bronze working, worker and deer tile.
I didnt take notes as i played through so cant give exact turns but here is how i would continue:
Capital: Build order of worker -> worker -> warrior -> settler. However, it's not that simple. Once first worker is finished, go straight onto a second one- let's milk that EXP bonus and uber deer tile. Remember to switch to corn farm once it's completed.
Once second worker is complete, your goal is to build a settler whilst growing to size 2. Easiest way to do this is to work corn and build a warrior EXCEPT when a chop is completing. You will have to insert settler into the build queue twice to eat up the chops. The bonus to this is that this two turn delay buys worker 1 enough time to farm, chop and then camp the deer. Your deer tile will be improved the first turn you can work two tiles.
Worker 1: First worker goes SW and improves corn. Once corn is complete- work it always. Once that worker is done, head 2E onto the forested plains hill for chopping purposes. His next job after that is to head to the deer and improve it.
Worker 2: Head NW and chop, then E then chop.
Tech: BW - > Hunting (a must for the deer tile) -> Wheel -> Pottery
Wheel and Pottery i spose i can be flexible with but it seems silly to me to not get cottages up asap on those floodplains. Besides, wheel is plenty useful.
On the sandbox, i had the settler and the wheel both completing at end of turn 18 and a chop was also coming in for turn 19- another worker?
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Please note that's only my first attempt at the sandbox. I'll try play a bit more later and see if i can do better. With micro, there's almost always an improvement to be made somewhere- however slight. I am quite happy with the timings of that one though if im honest.
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Thanks for looking at the sandbox, Kyan. I had a playthrough yesterday that I'm trying to recall where I left my notes for to compare. I think I had us going worker -> warrior -> whip worker -> settler, but I can't remember the turns precisely. Not like it will take all that long to replicate so I'll get something up later. I'm interested to see whether its worth whipping the 2nd worker or better to slow-build it, given the tiles we have to work.
In the interim, played a turn. Warrior still hasn't found anything interesting, but since borders popped at EOT we have a little more info. Would really like to see a bit more food somewhere in the neighborhood, I suppose we could plant a city on that coast tile and share the corn with the capital while grabbing cows but since we're in the NW corner, I'd really rather not plant my first city in the backlines. Nothing else looks good yet, however.
Tech path I agree probably has to be Hunting -> Wheel -> Pottery after BW. Sooner we can start whipping granaries in the better. Still no variation in the demos, so no need to post them.
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September 1st, 2011, 15:30
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I'll get a SS shot next turn - haven't seen anything promising. Here's my run at the sandbox with whipping the 2nd worker - I'll run through with a slow build, but I think we come out a warrior ahead this way. Not too exciting, but something to build on. Your turn, Lewwyn.
No reason to start anywhere before T6 - no decisions to make before then:
Quote:T6: Worker completes, start on warrior, work Oasis, worker begins farming corn.
T9:Corn farm done, work that instead of Oasis
T10:BW in, size 2, revolt slavery, worker moves 2E to phf, switch build to worker (warrior @9/10), work farm and deer, research hunting
T11:work same tiles, worker starts chopping
T12:whip worker, work corn
T13:worker complete, hunting in, build set to settler to receive chop, worker 2 heads NW to chop, research wheel
T14:build set back to warrior, worker 1 heads to deer, worker 2 starts chopping
T15:warrior complete, worker 1 camping deer, worker 2 chopping, working on new warrior
T16:settler receives completed chop,
T17: worker 2 moves e to chop, worker 1 finishes deer camp, build back to warrior to grow
T18:work corn & deer, build back to settler, worker 1 moves in unknown direction towards new city site
T19:wheel in, settler done, onto warrior & pottery
T20: chop in to new worker, 5T to pottery, 2nd warrior complete
Totals @T20: 1 Settler, 2 Warriors, 2 workers, 1 worker @29/40, Capital @ size 2 w/13/16 in food box
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September 1st, 2011, 20:24
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T5 rolled around - it looks like I had TT and mackoti's starts wrong - they both gained 6 pts this turn, presumably for a pop point. Guess you can tell who plays the most MP around here. I'm with Kyan though - I'd rather lose on T6 when someone strolls into my undefended cap then go warrior first and have the slower growth curve. Work boat first isn't an option, since everyone has the same land area # so nobody should have any seafood. Ah well, doesn't really matter.
Here's the current picture - world really like to see some pre-calendar food somewhere.
Any thoughts from the peanut gallery?
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September 1st, 2011, 21:31
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Gonna take a look at the sandbox today.
Sucks your gold is surrounded by Jungle. Not sure if you explore NW or SW next. I'd say SW probably.
Not worried about your opponents rushing you. If need be you can pop a 2t warrior.
About the score increases, I think its a tech if its 6 points, though you can easily check by going to Top 5 cities and seeing if anyone has 2 pop.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
September 2nd, 2011, 03:58
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T6 â start worker ; worker farms corn
T9 â corn finished cap works corn
T10 â work moves to Forest hill ; start hunting
T11 â Start chop PHF : Set cap build to warrior
T12 â Set cap back to worker : worker finishes EOT
T13 â Set cap to settler ; Worker finishes chop into settler; Worker in cap moves to deer
T14 â Set cap back to warrior ; Hunting in Start wheel : Worker starts camp ; Worker moves to deer
T15 â Worker finishes camp
T16 â Cap pop 2 works deer and corn : set build to settler: One worker W â One worker NW-SW
T17 â both workers chop
T18 â
T19 â Chops in : Settler EOT
T20 â 34 overflow + production = either 1T worker EOT or 3T settler End of T22
Settler route:
T21
T22
T23 â 5 overflow finish warrior EOT
Worker route:
T21 â 12 overflow â set to warrior finish EOT â 1H lost
T22 â 10 overflow â set to warrior finish EOT â grow to 3
T23 â set to 2t warrior
T24
T25 â pop 4 start settler
Depending on what you want to do at T20:
Either 2 Worker, 2 settler, 1 Warrior at pop 2 by EOT23
or 3 worker, 1 settler, 2 warrior at pop 3
Also possible to put the 12 overflow directly into settler at T21 and then T22 set to 2T warrior grow in 2 turns switch back to settler working a PH mine and the settler finishes on EOT 26
This is a really interesting start IMO. Lots of choices and way you can go. FYI on T11-14 I switched the worker to warrior to delay the worker so that it would be able to move to the deer and start a camp as soon as hunting came in instead of chopping first. I need to go sim what happens if I chop instead of delay and camp.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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