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I've started a workboat in Steffi, to have it scouting. Other choice would have been a worker, but I think getting the scouting up there really is necessary as NH explained. We WILL need 7 workers down south in ~6 turns to chop Pyramids out (and we have them available) and then shuffle 4-5 back up north to chop HG. Maybe. I'm honestly considering chopping HG first and then get Mids. Not sure it makes sense, because it will just be 7 pop if we don't settle more cities (besides the settler from the cap) and 7 pop is actually just barely paying back what it cost in the first place.
Also, we could go for The Great Wall. Would prevent us having to get more troops due to barbs (though we do have 2 vultures now anyhow + another one will be produced shortly as it makes no sense to stop it now) and later on the additional points towards GG could be helpful, especially as I expect us to war with BaII sooner than later if he keeps missing his turns.
August 9th, 2013, 19:57
(This post was last modified: August 9th, 2013, 20:28 by NobleHelium.)
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Well we should build the Great Wall or at least try without much penalty. I don't think there's a need to rush it though - we can build it somewhere where we can stack the GPP usefully. And naturally we should use it for fail gold.
Mids first for sure, more risk that someone else will build it.
August 12th, 2013, 02:01
(This post was last modified: August 12th, 2013, 02:01 by NobleHelium.)
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You should mine the grass hill now (instead of moving workers back wasting a turn). The new city puts it in borders. And we should work the mine ASAP with the new city to build the work boat. And Heidi should whip its work boat into the granary, there's no reason to stay at size 2.
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Played it before going to work, which led to not thinking too much. That's why the workers are moved into the forests instead of mining. That will delay the mine by 1 turn and therefore cost us 4 hammer on the Pyramids. We'll see if that costs us them.
I agree on the work boat whip. But I don't think we want to use the mine for the other workboat. I think using it for Pyramids will be better. Have to check on that today to get a real plan for it besides "Move workers into the forests, chop..."
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You guys know that they plan to reload the turn, right?
August 13th, 2013, 10:01
(This post was last modified: August 13th, 2013, 10:02 by NobleHelium.)
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I didn't play the entire turn - I only did the key parts so that you wouldn't mess up before work. If you don't play it I can play it tonight. I don't know what you want to build in the double fish city though, I set it to a worker.
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Nah, I think you messed up Whipping the workboat means we need 4 turns to regrow = 4 turns with only 2h/turn. If you waited to whip we would have made more hammers into Pyramids. I don't think starting the whip counter earlier offsets that as we won't whip again soon OR if we do we have enough happy to not care about stacked unhappiness. Also I think we will want to work the mine in Heidi as soon as it is size 2, to help Mids along.
As for the double-fish city, I think it was set to Worker. Either that or Settler.
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Are you saying we'd work the clam in the new city? I guess we can do that, I forgot it's overlapped. Still, whipping the work boat sooner makes sense then, so that the other city can use the clam.
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Hmmm, Gavagai with a large 16 point increase midturn. Looks like he bulbed Mathematics with that GS? I'd have expected an academy.
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I remember me doing that once as well. Get many cities, bulb Maths and get HG.
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