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So... Sury then, if Krill doesn't pick him. Mining plus agri or hunting are the best starting techs here.
Sury has the best traits, the best techs and even can get the bonus hammer from turn 0. That said, I expect Krill to pick him. If he does, we're likely looking at Louis or maybe Zara. I'll muse on it on my train home from work. I'm happy for Sury to be confirmed in the public thread if Krill doesn't pick him and Q remains happy with him. I won't have access for five hours or so.
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I like Sury.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(May 22nd, 2013, 07:01)Qgqqqqq Wrote: I like Sury.
Glad we're on the same page. I'll make it official! I won't begin micro planning until we've got the turn to save wasted effort, but REX'ing like a bitch is the order of the day.
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*Twiddles thumbs*
Do we have a tracker?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(May 23rd, 2013, 23:55)Qgqqqqq Wrote: *Twiddles thumbs*
Do we have a tracker?
Not that I am aware of. Looking forward to seeing the turn, I'll make sure I update the thread but it will likely be late. I do voluntary work on a Friday eve after I'm back from London. Have basically no free time until half nine.
The picks were basically what I expected, although the order was a bit funky.
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(May 21st, 2013, 19:03)BRickAstley Wrote:
Found nothing with scout who went NE, SE.
Our second food resource is a dry corn. It's next to water, but it's classified as coastal and therefore salt so no irrigation.
Capital has a lot of hammer and commerce potential. It's very solid. No gold this time though.
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Agree looks good (corn NW, N?).
Worker+agri?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(May 24th, 2013, 23:20)Qgqqqqq Wrote: Agree looks good (corn NW, N?).
Worker+agri?
Yes about the corn.
Agri- almost certainly. But, I want to micro out this start as it's not immediately obvious to me how best to run this.
Agri -> BW?
Agri -> AH?
My initial inclination is to go Agri, then AH, but start by farming the floodplain before pasturing the pigs and then moving onto the corn... Requires testing.
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Worldbuilder map for micro plans emailed to you Q.
I can't figure out how to attach it here, but if any lurker wants it, just ask.
I'll begin testing now. If anyone manages a better opening, you win a significant prize.
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(May 25th, 2013, 05:13)Kyan Wrote: Worldbuilder map for micro plans emailed to you Q.
I can't figure out how to attach it here, but if any lurker wants it, just ask.
I'll begin testing now. If anyone manages a better opening, you win a significant prize.
Turn 30:
There are bits of road and pre-improved stuff dotted around. We're in slavery.
Tech path: Agri -> AH -> BW -> Wheel
By turn 35, we have 3 cities, 1 settler en route and 6 workers. Enough warriors to garrison each. Probably could have a road connection up too but that would depend on city placement etc.
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