That looks good to me. So... how fast can we tech maths and chop pyramids in that city?
If you know what I mean.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
Micro Thread
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That looks good to me. So... how fast can we tech maths and chop pyramids in that city?
If you know what I mean.
Can I have screenies of the graphs and the cities next turn please? For a T60 history post
...wounding her only makes her more dangerous! -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
Sandbox updated to start of T60:
https://dl.dropbox.com/u/15215428/rb1/sa...dSwordSave The current beaker amount is correct.
I have to run.
There are some options for how to micro our cities, Bitter and Losing in particular. I haven't had time to explore them all. Ideally we should look into them before playing turn 60.
Current optimization goal is to settle gold and stone, and chop Pyramids as soon as possible. Intermediary goal is to settle gold asap and build granaries, libraries and more workers, so we can improve our tech and chop rates.
I have to run.
Thank you for the new sandbox. I like the option of growing both Bitter and Losing this turn i.e. Losing working horses and Bitter Corn. It gives more hammers towards granary in Losing that potentially also faster Library. I'm also pretty certain Spice tile needs only 1 worker turn to chop. To me the question is what should the 2 workers near Losing do this turn. They could road the horses or try to do something that is more beneficial short term. I've just hard time figuring out what would that be so that we're still ready to camp Deers the turn after. Later moving towards Spice tile having something worthwhile to do is a bit problematic. Maybe cottaging the NE from Losing might be best other candidate.
We'll want a road on the horses soon enough. But why not start pasturing the horses, while waiting for the border expansion? What am I missing?
The horse tile can again be used as a pit stop when heading back towards the spice forest.
If you know what I mean.
(November 17th, 2012, 17:22)zakalwe Wrote: We'll want a road on the horses soon enough. But why not start pasturing the horses, while waiting for the border expansion? What am I missing? Horses are already pastured .
Either that, or build a complete cottage, starting on this turn and completing it after the deer camp. But we'll still want a road on the horses at some point.
If you know what I mean.
(November 17th, 2012, 16:48)plako Wrote: Thank you for the new sandbox. I like the option of growing both Bitter and Losing this turn i.e. Losing working horses and Bitter Corn. It gives more hammers towards granary in Losing that potentially also faster Library. I just tried out the alternative, and I agree with your suggestion. (November 17th, 2012, 16:48)plako Wrote: I'm also pretty certain Spice tile needs only 1 worker turn to chop. To me the question is what should the 2 workers near Losing do this turn. They could road the horses or try to do something that is more beneficial short term. I've just hard time figuring out what would that be so that we're still ready to camp Deers the turn after. Later moving towards Spice tile having something worthwhile to do is a bit problematic. Maybe cottaging the NE from Losing might be best other candidate. I would road the horses this turn, and on my way to spices I guess I would road the tile 1S of spices, I assume we're farming the wheat after we've chopped the spices. (I would not road the deer btw.) I think we'll be working scientists over cottages here. Anyway we can then cottage the tile between horses and corn on our way back from the wheat. As for our capital, I suggest the following worker actions and tile micro: T60: Work wine, pig mine, fp cottage. (Work forest over grass in BM since we'll have enough commerce.) Worker on FP starts pig pasture. Worker NW of pigs puts one turn of cottage into the tile 2W of the city centre. T61: Work corn, pig mine, fp cottage. Cottaging worker moves back 1E and puts another turn into that cottage. Granary completes eot. Work spices over uncamped deer in Losing to get final beaker for Writing. T62: Both workers finish pig pasture. Work corn, pigs, fp cottage. T63: Both workers finish cottage 1NW of pigs. Then proceed to set up gold city. We get the needed hammers and commerce to finish the granary and writing eot61, and we fill up the granary before growing.
I have to run.
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