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[SPOILERS] Dazed and scooter play Stalin of Vikings and make a big mess

scooter Wrote:1) Number of hammers invested into the worker [EDIT: Nevermind, I can figure it out myself. We're only get 2hpt but we invested 10, so we got 8 overflow and we're at 18/60]

Mentally replace this with the amount of food in the foodbox at Scarlet. I'm guesstimating 2, but it's give/take 1 and that 1 might matter smile.
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Quote:To take this a step further, would just having a road (and of course quarry) on the stone be good enough to hook it to the capital

Will be enough.
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With this plan on getting Mids, i think might be the fastest time on RB.What are your plan with the great engineer?
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scooter Wrote:Why exactly do we have trade routes here? I thought you need Sailing to trade on coasts and rivers?
You need Sailing to trade on coasts and rivers outside your culture. You can always trade on coasts and rivers inside your culture.

That said, I wouldn't have expected these cities to be connected. Sign of Four is connected to the little river by way of two coast tiles and the sea/river mouth. But I don't see how the river is connected to Scarlet. I guess it must be by way of that lake, that the lake and floodplain count as connected because they are adjacent tiles even though the river doesn't actually flow into the lake.
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mackoti Wrote:With this plan on getting Mids, i think might be the fastest time on RB.What are your plan with the great engineer?

I think so too - I can't think of another time where someone built it with just two cities. I just think this land + traits + resources (and the mod to some extent) demands it so we want to make sure we aren't beat smile.

Haven't thought too much about the GE yet but the somewhat standard great library makes a lot of sense. We've given it no thought yet though so that's highly subject to change.
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T-hawk Wrote:That said, I wouldn't have expected these cities to be connected. Sign of Four is connected to the little river by way of two coast tiles and the sea/river mouth. But I don't see how the river is connected to Scarlet. I guess it must be by way of that lake, that the lake and floodplain count as connected because they are adjacent tiles even though the river doesn't actually flow into the lake.

Me neither - my thinking was the same. It has to be the lake I guess - if you look closely the FP actually sort of does mouth into the lake. Well not really. But yeah, that's what confused me. Whatever, 2 free beakers/turn so we'll happily take it.
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Yeah, it's the lake. While the graphics don't make it look like the river joins the lake, trade routes move alongside riverside tiles and can connect to coast/lake tiles.
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So not much newsworthy, but we made a change of plans. We're no longer going for the WB first in SoF:

[Image: t33_SoF_worker.JPG]

Here's the thing. Masonry was due in 6T. The WB was a full 9T away, which means 10T from clams being improved and worked. The stone will be ready for improvement a full 4T ahead of the clams then. That means that for a worker to actually come out of SoF we'd have to wait so long that it'll have no real impact on the Pyramids. Instead, we're going a different route here and going worker immediately. This worker will be aided by 1 chop - the plains forests 1SW of the city is NOT in the BFC of Scarlet, therefore it's free to go to this city. This means the "15T" is lying - it's actually 10T. That's perfect, because by the time that finishes the Stone should be quarried (assuming I assign 2 workers to it which, yeah probably - quarry = 6T). THAT means that SoF would make 6H at size 1 which is a 5T workboat. Contrast that to the 9T from now with no worker. This gets the WB out 6T slower, but in exchange we get an extra worker which is badly needed.

Also, the WB isn't a significant improvement over what we have. To explain - the clams represents a 1/0/1 improvement over the floodplains if we are wanting to grow (and we wouldn't be while building a worker anyways). It's raw yield (I'll call that food + mfg) is 4. In contrast, the stone represents a raw yield of 5 and will be done sooner. Basically, the seafood gained by a WB is less valuable than a worker here, especially since the WB can be built much more efficiently later. And besides, we'd go worker after the WB at which point the city wouldn't be growing so we wouldn't even use the clams, we'd use the stone instead and ignore the clams. So what good is a WB if we might not even be working the clams? It's not - or not nearly as valuable as the worker. So worker first in SoF it is.

That's the conclusion I've drawn anyway smile. That means that once the worker here at SoF completes, that will be our fourth worker at EOT42. We're at T33 right now with 1 worker, so in 10T we'll have 4. That seems quite strong and should be plenty enough to finish Mids and then move on with proper expansion. Not only will these finish Mids quicker, but it will eliminate the queasy feeling I have of finishing Mids with 2 cities and 3 workers which is just a scary feeling since we'll likely be behind the overall growth curve for a short while. Anyways, any feedback is welcomed. smile

In terms of city planning, here's the nearby spots:

[Image: t33_north.JPG]

Settling on the sheep here is a necessary evil. Sorry for the lack of resource bubbles here (smoke), but there's a fish 89 of the city that this will grab. There's also one 666 of the city, but we had to choose between the two fish so we'll ignore that one. The south:

[Image: t33_southeast.JPG]

AGAIN we have to choose between two fish banghead. Frustrating. Anyways, the only real options here are to settle on the plains or settle on the grass hill. There's barely any difference honestly. The one thing we'll want to check out first is to move onto the deer tile and see if there's any extra seafood down there. It's a longshot, but it's certainly possible. If there is, then settling on the hill is a no-brainer. If there's not, then there's not a big world of difference between the two choices (and I'd probably lean towards settling on the hill anyways as it lets us get deer 1st ring so no need to wait for border pop).
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Nicolae Carpathia Wrote:Yeah, it's the lake. While the graphics don't make it look like the river joins the lake, trade routes move alongside riverside tiles and can connect to coast/lake tiles.

Thanks for the confirmation smile. Anyways this trade route connection likely will speed up our estimated date by a couple of turns. I can't give an estimated date quite yet as I haven't completely filled out our spreadsheet, but I'm getting there. It'll take some time.
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Correction: once masonry is in we still have to quarry the stone which'll take 3-6T depending on how many workers I use for the quarry. So my numbers are slightly off but the larger point remains.
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