(March 12th, 2013, 09:23)Merovech Wrote: Just a question: Why do you have Colossus but no lighthouses (that I can see)? Fake edit: Ahh, you're building one in the capital right now.
The lack of lighthouse can probably be blamed on me. I kept pushing AT to build settlers at all costs. Not sure if this is smoke or not, but as each city has several food resources and it seemed like landing another city and working resources would be better than the +2/+3/+4 from what a lighthouse would get.
AT also had to deal with the 5 wandering swords and a somewhat slower start due to Stonehenge. And we only landed Colossus a shortish while ago.
AT's converted to HR & OR so I'm sure he plans on many lighthouses.
well, settlers are correct over lighthouses. Mainly, i was buiding lighthouses while the cities were builing. I'm not sure that was smart - units might have been better, especialyl with cornflakes power ratings. It might be a bad idea to start on them now, in fact.
'F' seemed like a stretch, but I could go for 'D'. But you lose the option of 'A', 'B', 'C' but you retain the option of boating through that little lake. In conjunction with ClamsSilks you should have cultural control for any area that you need to pull of this little manoeuvre.
Unboatable 1W of 'B' or boatable 1NE of 'B' accomplish the same but are harder to land attack.
Disclaimer: I've never built canals to do any of this in my SP games. Please world builder before making plans upon any of these suggestions.
So many fragmented thoughts. These suggested cities are really strong with those forests to chop out infrastructure. I'd love to deny those forests to Cornflakes while appearing accommodating and defensive. Chopping walls is probably worth it with our CG archers.
My thoughts, now, are A, not C, for a couple of reasons:
1) Gets the rice fast, which is a strong tile
2) More hills long term.
3) More forests long term
4) visibility on the bananas, which isn't vital, but might be helpful if he's careless.
Is it our first line of defense against Commodore and Cornflakes? If that's the case then I don't think that its that good. Either of those two can walk right up to it with 2 tiles of hill defense.
'A' could be an impressive production centre with 6 hills, but it won't have the food to get there very quick. Farm chaining will certainly help.
Basically, we need to talk of city sets rather than individual cities. If you plonked down 'A' and then immediately followed up with bPrime, then I'd say great! But there's already a claim to the BPrime general area. 'A' then possibly becomes our first line of defense. It would be a tough call to want to risk the Heroic Epic there.
This is why I think that the safer move is a combination of 'D', 1 NE 'B' and then a fishing village '1 SW C'.
'D' we can land very quickly and would act as a defensive deterrant, but it has little production until workshops anyway or alternatively an impressive commercial area. '1 NE B' is another strong deterrant with almost as much production as 'A' and more food if we can hold the cow. And if can build a lighthouse in there, we'll never need a farm. With this food surplus, it'll outperform 'A' over the long-term and probably short-term as well (7 forests to 'A's 6). Like 'A' it would be questionable as to whether we'd want the Heroic Epic there or not.
D is quite interesting in that scenario, and I kind of like it. It's almost certianly going to overwhelm Blimp culturally with religion and the free monument, unless Cornflakes dumps culture into it.
Nice thing about having metal casting is that we HAVE workshops - we can whip in infra (granary, forge, barracks), work pig/rice, hill and a couple of workshops and build units.
I always liked D defensively - just didn't like the way it fit in with the coastal cities - but I think it's a strong location anyway, so we should make use of it. It will throw a serious monkey wrench into cornflakes plans, too, so i like that. We'll have a dog and a spear to defend it and we can bring up a CG III archer from The OC, along with another archer or so.
Give it a workboat next turn and another in 2 turns. Granary->library.
We also get the Mahabodi!! 2 gp, woot!!
next turn, we plant pigs, in 3 turns, site D.
We need military and workers and lots of 'em.
The scary news:
Jowy got construction and traded it to cornflakes, but not commodore, which is, to me, a good sign. It's not good that cornflakes has catapults, but I think it's good that Jowy didn't trade with commodore. We are going to stay away from Jowy while he is in scary elephants mode. We have to worry about cornflakes, however....