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

So the basic trade-off seemed to be a handful of foodhammers verses a handful of beakers, since practically all our citizens can work 1c tiles. At this stage, I think the fh are more important.

Second question that I did not sim last night is the trade-off between starting the Settler immediately or regrowing to size4 before starting the Settler - and then either 1pop or 2pop whipping. I /think/ it might be better to grow back to size4 first (and this would probably also let us put out 2 Warriors rather than just 1), and since I've got my sim set up now it /should/ be a quick test.

As for Worker turns, I simmed the following:
Alpha: 4 onto FP, Farm
Beta: 7-1t Farm, 1-1t Farm, 2 (onto FP) Farm

That finishes the Farm on the FP fastest without wasting any Worker turns. I /think/ we finish it one turn faster by moving Beta straight there, but at the cost of 2t of Farming. Since The Wheel doesn't come in until ~the same time as the Settler, they are stuck Farming or Mining for the next turns. I think that the Grass 1N of the FP is the next target to Farm, which will have 1t Farm into it when the FP Farm completes under this plan, and that Farm completes at the same time as The Wheel.

I'd propose to keep the Southern Scout in sight of the Coast and continue to loop around. North Western Scout to keep heading North from dtay. Local Scout's job is probably to fully de-fog the coastal area around the Copper and then either head SE to defog our Eastern Coast, or SW to uncover the area between us and dtay.

Also to consider is whether we need to prioritise AH to find our Horses? There's a viable City site 9 from the Copper that grabs the first-ring Sheep and a second-ring Clams, however I don't know that we want to go there as early as city 3, whereas I think dtay's Copper is placed better for early settling. Also Barbs.

We're currently planning Wheel (~8t) - Pottery but with the river commerce and the Gold maybe we can delay Pottery and go Wheel - Hunting (looots of Sheep) - AH instead?
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So Joey/Borshe are at war; looking at Civstats that's probably REM/AI given their repeated login/outs of this turn and timing of Joey's message. Eeeenteresting.
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Regrowing before building the Settler is definitely slower, but it does give us a second Warrior to work with.

The more I think about it the more concerned I am about dtay rushing us before we get a proper defense up. I think that to be safe we either have to aim for Copper with city #3 fairly soon after #2, or we need to quickly tech Hunting-AH so that we can find our Horses.
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Overflow into 1t Warrior; 4t for growth.

Nothing much in terms of news from our Southern & local Scouts, but NW Scout has successfully dodged the 2(?) Lions at the first range of hills only to run into another Lions in the forests beyond. We are on a Hill so the odds are in our favour, but it's marginal so we need to cross our fingers and hope for the best.

In other news I belatedly realised that we have dtay's graphs. No great differences between his development and ours ... including the BW spike in the soldiers chart - his 2t before ours.

When I checked the EP ratio it was +4 invested to us, but I think that's just because I only checked after I'd hit end turn.

...

Or I'm an idiot and that's actually +4 to him and the missing 4 is our turn of Anarchy! duh
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Thanks for taking care for the turns until I find a way to login to the game.

About Dtay - I think he can try something.

Interesting how he got BW 2 turns earlier than us though.
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No worries, hopefully you can get your troubles sorted out soon!

With both Quechuas and PRO Archers available to him, he could probably disrupt us quite a bit with just a minimal investment on his side. Consequently I think we have to make a preemptive investment of our own to make sure that he can't do that. With Chariots 3techs away (a bad thing with RtR Mod is that you can't hook up the Horses with AH, so we'd need Hunting as well), I think we have to come up with a plan.

However, on further review of the current version of RtR: PRO does not give Drill I, only CG1 so Archers are less of an issue than they might have been. Also Quechua loss of automatic C1 means they are even with Warriors. So I don't think we need to go mad, but probably want to push out an extra Warrior or two when we can, and play a bit more conservatively than we might otherwise. We do have his graphs, and can also see his Copper so will know when it's connected.

I think that grabbing the Copper with City#3 is probably what we will need to do, and we also probably want it fairly soon after City#2. City#2 placed 1S of the Gold doesn't need a border pop immediately, so can probably spam Warriors while we put out a third Worker and second Settler from the capital. But we do need to grow back to size4, and probably don't want to be whipping it at this stage.
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Hercules survived! dance

He's at 28/100HP and 2/2xp (to promote next turn). I spotted a Forest Hill 2N so I went ahead and moved him there to heal. Definitely a land bridge here, so we need to keep Herc alive to meet additional civs.

Southern Scout is revealing tiles and closing on dtay's territory, local Scout reached the coast and there's an island visible to the North.

3t to grow with or without the FP Farm, and with a little less immediate concern about dtay I went straight to the Settler in 7t. We can whip for 1pop if we want to accelerate, but probably we should stick to the slow build (or chop if we really want to push it).

Our Warrior (Shepherd) moved SW to cover the Workers and also keep an eye out for dtay's Scout. It'll probably appear from the S/SW in a couple of turns - we might want to kill it if we have the opportunity, although that may just provoke the beast... wink
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I dont think that he will rush with archers because it is somewhat desperate considering he has so nice cooper placement. We must check if he gets AH. Chariots can be real trouble. Having 3rd city on the hill near cooper seems to be must. Skipping pottery to get hunting is ok imho. We are not ready to build many cottages. On the first stage we will settle rivers and grow tech by working river tiles, not cottages.
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Mining is 2 turn cheaper than Agri, so dtay got BW earlier.

We need road to plant city 1 turn earlier, keep it in mind.
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We need to keep Herc alive to find more huts! The map seems to be something like Hub. Dtay is much closer to the passage though, probably there can be passage to the south and close neighbor over sea.
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