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{SPOILERS} 2metra, Dreylin & OT4E. This is the beginning of a wonderful friendship.

So we found 2 things I dont like:
1) Coast which means that dtay will more likely settle in our direction too
2) Lion who seriosly wounded our scout.

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smile Plako got second tech from a hut. GOod luck for him.
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So, we need some of that Hut luck! :D
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Anything going on, or are we still hitting end turn while the Scouts heal?
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For the lurkers; our Southern Scout has fully healed and proceeded South along the coast to meet Tundra and Ice - will now have to turn West to continue to explore. Western Scout has 1 more turn to heal before heading off again.

For the team; will the Western Scout continue to the Western Dead end to map, or turn immediately South to circle dtay? Third Scout will complete next turn, next build is what, Worker #2 or a Warrior? New Scout to head North-East, or North-West?
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Imho, we need to go to the north if we want to find hut. It must be there in the woods.

Right now we can grow in 2 turns to 4. I thnik we need to do it before starting worker.
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The Western Scout head North? That's the route that was heading. I think if we can map his settling land before he does (if you see what I mean), we will have an advantage later.

So a couple of turns into a Warrior until growth is complete, then switch to a Worker.
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We will scout there too. Right now the main goal is to search for huts. I believe hut can be near the coast, while to the South from him he could have scouted before.

I switched to the forest tile instead of sheep. In fact we should switch there previous turn because next turn we will be able to work mine. But my proposal is to finish growth in 1 and start worker right after we reach size of 4.
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I wanted to summarize what we know about our neighbor. So we face Wan Kong (PRO/FIN) of Inca.
His specialities are:
- fast production of granaries
- somewhat creativeness (1Culture from Granary)
This both combined with FIN gives us enough reasons to expect quite expansive behavior from him. We can either be ready and punish him for overexpansion or be in aware that he can bring significant forces almost from nowhere and convert his bonuses in hammers really quick.

He can also produce cheap quechas for happy later with metal hooked. We will be force to use metal early if we dont want to get rushed by Quechas and pro-Archers.
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We are a bit stuck with our short-term planning because it is resource dependant thing. The strategy for medium-term development relies on both this early expansion and dtay's actions. But I have few consideration about how we could use our advantages in general and mainly in long play.

So since there is almost no difference between cottages on rivers and non-rivered I propose NOT to use rivers for commerce. In the nearest future we will be able to farm it to get extra food for early whips, later we can rework them into watermills/workshops or keep as farms. "Where do we build cottages then and get commerce?" you ask. For this we share almost useless for early game tiles without base commerce. Later we add "heavy" improvements like windmills and watermills that also give some commerce. We must have enough workers for this. I am also for trying this new Serfdorm civic. Unfortunately even 75% bonus to workers is not enough to make road in 1 turn, but for almost every type of impovements it has some effect that will be multiplied on the increased number of workers we will probably have because of EXP.

So the main point is to use tiles more effective (not make cottages on "good" river tiles, use coasts too), to use more tiles (grow pop), and grow trade routes if we manage to get OB with some decent civs.

I've put some signs where we can plant some commerce cities. It is just a preplanning, I just want to pull your attention how it can look like.
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