Okay. So is there a worker under the warrior 1S of Cumae?
Yeah definitely Poly is better.
Yeah definitely Poly is better.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[spoilers] Pax Commodorica: Pharaoh of Rome
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(April 22nd, 2014, 22:18)retep Wrote: Okay. So is there a worker under the warrior 1S of Cumae?Yessir! Cumae really does feel like the best Oracle site...
If only you and me and dead people know hex, then only deaf people know hex.
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Commadore, you have the best dedlurker one could ask for. The amount of micro-plan swapping going on in this thread means that you should automatically win.
Surprise! Turns out I'm a girl!
I just realized that if somehow you don't have iron then Rome would have been the worst pick.
Your sim looks pretty good, now if you could post the micro my classes tomorrow could be more fun...
Best dedlurkers, totally. Micro, hum, I played pretty fast and loose, but the gist is I began a settler at size 2 Turn 17, and improved deer->farmed cow->began chopping 2w of cow, whipping the settle just before completion. He's how it began...
Woefully incomplete save stack. On the subject of iron...I do expect we'll have some in the Novice sphere of balance. What we're not sure of in Xenuland is it being close or uncontested. It's a jerk thing to do... ...and very common for newer mapmakers.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (April 22nd, 2014, 23:02)retep Wrote: I just realized that if somehow you don't have iron then Rome would have been the worst pick.Okay, this is just off the top of my head until around mysticism/granaries begun/3 cities/4 workers. micro.zip (Size: 3.39 KB / Downloads: 1) This is soooo not optimized. I'm not convinced worker then settler doesn't shake out better; we have until this evening to decide. -Rome grows size 3 t23, size 4 t34 -Antium grows size 2 t36, size 2 t39 -If copper, then the Cumae task is much simpler; it's much less tight to message things to that perfect overflow whip. -Not sure if both completed roads are needed to hook Cumae up. -Last couple turns are fuzzier; lot of non-obvious tile swapping going on.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
+1 for best dedlurker. i had a great one vs RamComm I, Retep is reminding me of Timski simming for me in that game. Lurker sims, even if they aren't perfect, spice the soup pot with new ideas as well as add a psych boost to the player to do more sims themselves. sweet deal,Commodore.
Also, just gotta respond to this: (April 21st, 2014, 10:39)Commodore Wrote: Sadly, the one lesson that didn't register is “always listen to Ceil." Damn straight! RamComm II for the win!!
I hear dat; sims are a competition, you gotta beat your dedlurker at them! Here's my crack at second worker before settler...it's perfectly serviceable and things like finishing the second settler 100/100 make me hum, but I just dunno...
micro2.zip (Size: 3.43 KB / Downloads: 1) I am a bit more confident about the beakers on this one thanks to the wine farm. Okay, my shorthand might be a touch obtuse, so let's run some numbers: Settler first: Rome sz2, Antium sz2, Cumae sz1 1 Cottage done. Road to Cumae. 3 forests chopped. Naught but the food improved. 2nd Worker first: Rome sz2, Antium sz3, Cumae sz1 1/2 cottage. 3/4 road to Cumae. Corn roaded. 5 forests chopped. Additional wine farm. Meh. So the upshot is that I need to advance both sims a touch more; there is a real cost to all of those extra forests gone, but the overall situation is slightly nicer in the worker path; plus, the extra worker helps flexibility for copper, for example. But there is a real benefit to having both cities earlier on the flip side...
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. |