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Intersite Game - Turn Discussion Thread

Cautiously favoring settling on the Copper as well. It costs some hammers, but we save some Worker turns and gain one more hill to mine for at least 4, less overlap with MM, tons of forests to chop and enough grassland to make a pretty decent hammer city.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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mostly_harmless Wrote:Excellent! Let's settle on it!
mh

Was this tongue-in-cheek? I'd assumed so - it seems like it would be an awful misplay to me - but SleepingMoogle is agreeing with the statement.
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Let's at least scout the unreachable hill ™ first. I'm out at the moment, so if one of you wants to log in and move the warrior onto the hill, feel free to do so. I also don't think we want to settle on the copper - that's a good tile there. Again, check out the area before committing to any final decisions.

On the plus side, now we don't need to research Fishing tech for a bit. smile
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Yeah, we're not under eminent threat, don't need copper asap, hence don't settle on top. In fact, we could avoid roading it for a while, so we can pump out more cheap warriors for garrisons. War Chariots can deal with barbs quite handily.
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Nicolae Carpathia Wrote:Yeah, we're not under eminent threat, don't need copper asap, hence don't settle on top. In fact, we could avoid roading it for a while, so we can pump out more cheap warriors for garrisons. War Chariots can deal with barbs quite handily.

Well, we don't have horses yet either.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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We'll find out when AH comes in smile

So now our job is to work out how best to improve City #3. Improve pigs, chop granary, mine copper, but in what order? Actually connecting copper to our trade network is currently a lower priority.
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I don't think a city on top of the copper makes sense. Without seeing more I'd say 1E of the copper is interesting an has lots of forests which should make us consider a wonder (Oracle?).

Kalin
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Not the full turn report (because it is very late here), but I'll post a picture after moving our scouting warrior:

[Image: ISDG-128s.jpg]

Another move southeast next turn is probably in order. Let me know. Lots of forests down there.

[Image: ISDG-129s.jpg]

The Demographics as requested by kjn. Sorry it wasn't immediately after Spanish Apolyton settled their new city. More tomorrow.
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Yeah, another move southeast. 1N of the copper still looks like the best spot right now to me.
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1N of the copper is maximum overlap! 6 tiles with MM and 2 tiles with AO. I understand we consider vertical growth to be the winning strategy in thin maintenance-heavy game. And we are on a beeline to Hereditary Rule via an almost guaranteed early religion. So we definitely have not a tight happy cap! Why would we then hamper both MM and Copper City's future growth by having them share 6 tiles? Vertical growth also means grabbing as much land with the least amount of cities.

I also think we want to settle where the pigs end up in the inner ring. That leaves these spots.



In my opinion that leaves two spots. On the copper and 1E of the copper. Now, I fully agree we have to have more scouting info from the SE. Also keep in mind that this is the area/direction we have an agreement on with CFC. Planting the copper city might be the last city we can plant in this direction, assuming that the "border" is pretty close by.
Planting on the copper gives short term production benefit and saves around 6 worker turns for mining and roading and needs only one road (city to river) to connect up copper. And copper cannot be pillaged this way. It also has a river side grass land W-SW of the copper. For long term production that city would have at least 4 hills. Also the tile SE-E of the warrior seems to be a grassland tile.
This would be my suggested Copper City (given the current map knowledge!)


Settling E of the copper gives the least amount of overlap, loses any good river side tiles for Copper City.
Another nice little benefit of the settling on the copper or 1E of it (IIRC), is that the 2nd ring tiles that it shares with MM and AO instantly fall within our borders (= free partial border pop).

In any case I feel horses are more important to grab (especially seeing that copper is pretty much secure (close by and CFC border agreement).

But roading the grassland cottage at AO is probably a wise choice.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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