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[SPOILERS] Team EggHeads: DMOC and TeddyKGB (Now Lurker-Friendly!)

Turn 15 - 3400 BC

There was no score change at all for any team. I guess Team GG won't get Bronze Working until next turn.

I moved our scout to explore the northeast. Unfortunately, we have no new resources. I wonder if the land extends north, perhaps acting as a land bridge to another civilization. Where do we want to go next? 9-6? 9-4? 7? Or do we go south? We will need to explore the land directly east of that lake.

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Meanwhile, back at home, our worker finished the camp, so we finally have an improved tile to work.

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Demographics:

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I would prefer to use a spare warrioor to explore the land east of the lake - it's not that far from the capital for a 1mover to reach

I think the scout should go 6-6, though it's pretty much a wash between that and 9-6.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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Going 9-3 is better than 6-6 since we end up in the same spot but reveal more tiles due to viewing over water.

Yeah the question is basically do we want to continue east, or check that fish area...

I logged into the game again, and it looks like the tile 9 of the fish is water. This means if we move our scout 9 next turn, then we might be able to tell if that's a land bridge or just a peninsula. After that, we could move onto the hill tiles, so I support going 9-3 as it reveals the necessary water tiles and means our scout ends up on a hill. The hill 6-6 of scout is better than 9-6 (i.e. the jungled one) since we can easily move the scout twice on turn 17.
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I agree with 9-3.
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Turn 16 - 3360 BC


With the camp done, our worker moved on the grass hill 4-4 of capital, as planned. Next turn, he'll move one spot north, and the following two turns, he'll be roading that northern grass mine. After that, Animal Husbandry is done so he'll move to pasture the pigs. Our micro plan, by the way, is completely set for at least turn 33 (the founding of the second city).

The scout, by the way, discovered more resources, so maybe my resource luck continues. (But there is no land bridge to the north yet.) There are two hills we can see in the fog out east, so it makes sense to go on those: 3-9 on turn 17 and 3-2 on turn 18?

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The only score changes were Team Orgynized, going from 35 to 41 points, so they researched a technology. Since the average power went up by 2222 from last turn, I'm pretty sure they researched Animal Husbandry (they have both prerequisites). Their tech path mirrors ours, but we're 4 turns behind. frown

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number one in life expectancy woooooo!
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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I agree with 3-9 and 3-2 next most likely.

Our micro is set pretty much, there are some minor notes:
T20 - Horses revealed. Minor possibility for worker action change after T24 or delay MIT and build 2nd worker before.
T24 - Warrior done. Start StoneHenge not warrior for 1 turn. Continue Settler on T25.
After covering MIT tile for roading, warrior should go cover tile 1S of the Cow, not the Cow itself. Your sim file is a bit wrong on that area, DMOC. There is possible for 2mover animal attack our worker from the fog on T32.

Well, nice opening LP. Now he probably will go for SH after BW.
Max rival GNP not 24 anymore, so it was LP most likely all the time.
They finish Hunting on T7 with 6 beakers overflow most likely. Then put 15*1 + 18*8 beakers into AH.
On T18 they will finish worker and grow to size2 on T22 (they are on 2/22 food now most likely).
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(September 3rd, 2013, 08:28)Dhalphir Wrote: number one in life expectancy woooooo!

That's bad, actually, we should be growing our cities so that they are almost at maximum health/happiness. Good to know we're taking care of our people, though. lol

(September 3rd, 2013, 09:30)TeddyKGB Wrote: I agree with 3-9 and 3-2 next most likely.

Our micro is set pretty much, there are some minor notes:
T20 - Horses revealed. Minor possibility for worker action change after T24 or delay MIT and build 2nd worker before.
T24 - Warrior done. Start StoneHenge not warrior for 1 turn. Continue Settler on T25.
After covering MIT tile for roading, warrior should go cover tile 1S of the Cow, not the Cow itself. Your sim file is a bit wrong on that area, DMOC. There is possible for 2mover animal attack our worker from the fog on T32.

Well, nice opening LP. Now he probably will go for SH after BW.
Max rival GNP not 24 anymore, so it was LP most likely all the time.
They finish Hunting on T7 with 6 beakers overflow most likely. Then put 15*1 + 18*8 beakers into AH.
On T18 they will finish worker and grow to size2 on T22 (they are on 2/22 food now most likely).

I'm not sure if we should be building Stonehenge, though, since I value getting the extra warrior out sooner over the fail-gold (which we'll get plenty of due to the gold and running 0% for a turn). We can discuss this, though, as well as any warrior moves.
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2h you put in warrior on T24 will decay on T36 when workboat finished. So we have to choose: put 2h in SH or Barracks.
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About our mid-term goals, as I see it.

First, I'm not so organized as DMOC, so my post will be hard to read probably.

When we start T0, I had three timing goals in mind and how our empire should look at each of them.

(1) - BW done. Thats a hard one, cause we need 3 different techs to improve resources first.
In my mind back then, we have 2 cities and 3 workers ready to chop right away. And settler#3 ready to be slaved in capital with some overflow. And enough warriors to protect our cities and workers.
Its was not possible all at once, and now we know it for sure. But I was set on revolt to slavery on turn BW done and slave settler next turn, while 3 workers chop into more workers or settler. Closer we get to this plan is better now, imo.

(2) - Pottery done. We need cheap granary in every city asap. We need 1-2 cottages fast as well, and continue building cottages and work it every turn.
Since we are EXP, I'd prefer we whip and overflow settler into granary in capital to 1 turn granary at optimal food. I'm not sure about MIT, cause I want MIT never go below size3 after whips. And city#3 granary should be 1-2 choped.
We should consider to build 1st cottage on overlapped grass tile between capital and MIT, so we should chop it before pottery. Prefferably 1st cottage done next turn after Pottery with 2 workers improved it.
One of our next cities should overlap capital as well, to grow cottages while capital regrow or working another tiles. We should explore south with spared warrior to dotmap wheat deer area.
I'd prefer our city#3 goes NE direction, but we'll see after T20(AH), T25(borders) and T44(Copper).

(3) - Writing done. We obv need cheap Libraries, to compete with 7FIN.
I'm not sure about timing here, maybe its too soon to regrow from previous whip. But I'd like to whip 3rd time in capital into library somehow and maybe stop whipping capital at this point for some time.
MIT could use Library with Gold, and we have to think about GreatScientist early. Maybe this early isn't optimal, and MIT didn't suites well for producing GS cause it pretty low on food. If we find seafood near south wheat, maybe that city will be better for that role.
This is hard to sim right now, but we'll see after few more turns with scouting and strategic resources location.

(4) - After Writing. Well, its hard to say now. I'd prefer we concentrate on economy techs: Sailing, Monarchy, Currency, Calendar and CS finally. But we could be forced go military path, or beeline something.
Don't forget about MC. I loooove forges, and here it'll give us +1happy as well. And its on a way to Guilds anyway.
Sailing will let us plant city on the island to get us improved trade routes. Not sure it would matter in our current full diplo game, but thats an option if you didnt get enough foreign trade routes.

Hope, there was some new information for you here, and not just wall of text.
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