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[SPOILERS] Yossarian blames Caledorn

Hey guys, just decided to pop up (if this is at all correct expression :D ).

So, hi!
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Welcome to our humble thread, 2metraninja! smile
As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. - Commissioner Pravin Lal, "U.N. Declaration of Rights"
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Thanks for popping up 2metra, it's good to see you here! I hope you stick around, we could use your advice.

Turn 58:

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We uncovered BowAivo's third city. Taking a look at the coastline in the fog, we would actually need to go all the way around to our side of that 3-peak mountain range in order to even attempt to find a northern passage. frown btw, I plan on proposing that mountain range as the border between our teams. It seems more than fair to me. They get a little more land in the south, and we get a little more in the north.

Domestically, things are going pretty well. Next turn, the corn farm and copper mine will finish, and we'll 3-pop whip the settler in Server Problems.

Our army of quechuas is starting to cost us:

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By the way, this is what I want to propose to BowAivo to let us get by.

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I was hoping to catch Bowsling to ask him about this, but he hasn't been online all day. I'm still heading this way with our scout, since a northern passage isn't really looking likely.
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Turn 59

Cities:

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Settler was whipped. We're only working improved tiles, mostly resources. I'm actually not sure what I want to do with our southern workers. In fact, I accidentally ended the turn before using the movement points for one of the workers who just finished the corn farm.

Scouting:

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I didn't post the picture, but BowAivo have two workers mining the copper at their third city. We uncovered a pretty decent silver / fish / copper city location in the northern tundra, and a nice clams / rice location in the southern jungle. You can also see in these shots that GG is starting to save money on Iron Working. Not good, we'll have to keep an eye on that.

Demos:

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We also need to finalize our next city location, which will be settled on T61. It's definitely grabbing the corn west of our capital, but where exactly should we put it?

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Right now, I'm leaning NE of the corn, but I see a few potential options.
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And when I hit enter, the turn flipped.

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It was Care Bears. They'll get another score increase when they log in and choose Metal Casting.
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Quote:Me
I think I like the desert better than ne actually
It still gives the corn in inner ring
But also provides cow and fp
A slightly higher maintenance hit though, but that should be evened out by the cottage we'll put on the fp?

Yossarian
So desert add the next location?

Me
If you agree with me that is
I can make a post about it in the thread
And perhaps some lurkers will comment too

Yossarian
We might have to slow walk the settler there building roads on the way

Me
Yeah, but I think the little delay could be worth it?

Yossarian
Yeah I think we can make that work

Me
We have a worker that can farm the corn immediately right?

Yossarian
Let me look at the screenshot
Yeah, we have two workers roasting in the general direction

Me
I will post this little part of our chat in the thread if you're okay with that, and post my thoughts for our lurkers

Yossarian
And we can bring two more from the south. I don't know what else to do with them
Yeah

So, my thoughts summarized for settling on the desert 1SW of the corn instead of 1NE:
  • We get the corn and a fp in the inner ring
  • The desert tile becomes a useful tile instead of a dead spot
  • We get a cow in the outer ring
  • We get two riverside grass tiles we can cottage in addition to the fp
  • There's a whopping 9 forests in total in the BFC
  • There's 4 hills - 3 plains and 1 grass - and several grass non-river tiles we can also cottage in the long run

We will get a slight maintenance hit since the distance to the capital is a bit farther than the site 1NE, but I think the location makes up for that with the cottageable tiles - especially the FP. We have plenty workers available that we can use to get the city up and running quickly as well.

So, lurkers with more experience than me: please correct me if I am being silly. This is, after all, a game I am meant to learn stuff from. smile
As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. - Commissioner Pravin Lal, "U.N. Declaration of Rights"
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Possible dotmap:

[Image: cn3w.jpg]
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Site 1 will be a brilliant city in 70 turns, the only question is can it work all those great tiles itself before you get enough happy cap. I think you need to pack other cities tight around it to share tiles until that point. I'm happy you're going for that over the previous site.

I don't like Site 2 - plains hill sheep is your only food and it isn't first ring. Going 2N of the site would let you share the corn and a lot of other good tiles (and reduce costs)

Could you put 3 on the ice or the grass hill so you don't waste a riverside grassland? On the hill lets you fit in another city NE of the XX although then you'd have to settle on the copper and shuffle the wheat city down one.

City 4 could go 1S, allowing you to plant a crappy city SE of the copper at some point. I'm not so sure about this though...
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Good feedback Old Harry, thanks! Here's a revised dotmap:

[Image: u3xl.jpg]
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