As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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[SPOILERS] Cheater Hater hates bad advice. BGN gives only bad advice.

So where's the planned site right now? Still 1E of the floodplain? Or 1W of the pig, 1S of the pig, 2S of the gold, the floodplain, the banana, or the PH?? So many options!!
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(December 5th, 2014, 00:12)GermanJojo Wrote: So where's the planned site right now? Still 1E of the floodplain? Or 1W of the pig, 1S of the pig, 2S of the gold, the floodplain, the banana, or the PH?? So many options!!

Totally winging it. Depends on where the barbs end up. I'd still prefer 1N of the PH (so 1E of fp) if the barb goes in the wrong direction. I'll take a chance on the warrior vs. warrior battle. IMP settlers sell on 60% discount!

If the barb animal/warrior push me in another direction I'll just go with that. We're building workers and settlers and are ORG, so pushing further afield toward the gold wouldn't be the worst thing ever, just not the best snowball booster.

1W of pig is probably my next option. 1S of pig is no good because it kills another good city in the forest region that would make good use of the hills. We won't have happy cap for our second city to use all that many tiles so we need to pack them tight for now. 2S of gold is a stronger city but may not work as well with other cities in the area. I haven't done more than a cursory glance at dot mapping up there because Cal will be back to handle most of that. I thought briefly about the banana but it misses first ring (river!) grass bronze, which I'll want for the yield sooner than for the axe. PH is a fall back because life is a failure option. Despite the obvious PH, it misses two pigs. Much better and allows for both to be shareable with other cities. Very strong.

It's 3:30a. Why am I still up? yikes
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T38



Waiting for traffic to clear so I can cross the street.

T39

Well, crap. I forgot to take a picture, but the lion and barb warrior both moved away. I've moved the worker/settler pair 1S of the cow on the grass forest hill.



The hammers invested into the warrior have totally decayed now. I'm scheming recklessly. Overflow hammers will be for a 4t settler to take the bronze city location. Barbs will stay away magically. I hope. I'll continue to spawn bust with the scout and send the warrior to clear out the barb warrior. Yeah, one warrior, two enemy units, two prospective cities, no roads. This is NOT the classic good defense opening. This is the lesson in how NOT to play. I may get away with it. Anyway, I need to convert this settler into a city. I'm verging on Kuro levels of wandering now. smoke


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T40



The coast is clear, so I found the city. I have no idea what the name should be, so it will be the default name for now. I debated with myself (who else is there?) about whether to move 1W for the overall stronger city, but this location gets the food faster. Once we can build roads, it won't take much effort to put another city further west that will get the other gold as well as the bronze.



That GNP is impressive....ly bad. shhh Missing trade routes hurts. nono

T41



Thanks!



I assume that Adrien is the rival worst GNP. He finished a tech EoT and his GNP dropped by 2, so no tech selected now accounts for the lower GNP (no arrow bonus). Anyone doing some C&D could probably track his techs, but that's not what I do.



You may have noticed the Whosit scout with Krill's name. Nice ded-lurker there if your name isn't Darrell. fake edit: Well, you couldn't have noticed it since I suppose I didn't actually take the screenshot. Whosit's scout is named Krill. Take my word for it.



Someone else may have a third city, I haven't followed the tracker closely, but not these guys yet. So far, so good on plan build only foodhammer units and pray the barbs stay away. We have a new warrior EoT and will build a couple more as we grow on the rice until we have something approaching a sane number of...warriors. Nice military I'll have here soon. shades
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If you pay close attention, you'll notice that I'm not running binary on science right now. I plan to pillage a hill cottage to the east of the capital and I think taht should get me just enough income to finish the wheel a couple of turns earlier. I'm just eyeballing it though. Until one of the cities grows, 20%, 40%, 60%, and 80% all net me no loss to rounding.
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T42



Well, that isn't good.

T43



Dies, as expected. I really should have been more careful with that scout. I was looking to move it to the hill south of the lake (5N of Aachen) for maximum spawn busting goodness, but didn't quite make it. The good news is that my warrior defending on the forest hill killed the barb warrior so I can now move it toward Aachen and repel an incoming invader. The worst case scenario now has the surviving warrior defending inside the city on the first turn that the barb would arrive. It's slightly damaged, so this is not ideal, but it is workable.



A quick worker next (#5 IIRC) and then a warrior. With all of these workers, it shouldn't be too hard to get a road network down pretty fast and then some cottages immediately after.



The pasture at Aachen and the farmed rice at city #2 (can't remember the name) are now complete. City #2 will grow on a couple of warriors and be at size 4 in 3-4 turns, can't remember. Then it's back to either worker/settler spam until the happy cap increases, with a warrior build thrown in while I can still build them for cheap garrison duty.
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T44



Johns (IMP/AGG) also has three cities.


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T45



I like truffles. nod



Not sure what that means, but it ain't nothing.



Just grow, baby. I would have swapped to slavery this turn but I need something to keep my workers busy. After some tile juggling, I have just enough commerce to finish the wheel at 89/89. Roads incoming, along with low-income trade routes. Then more workers and settlers because why not? I don't need a military just yet. shhh
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Plako, I've been meaning to ask, do you have any input? I'm not playing my best game here (not simming hurts me) but if you have thoughts on how you would/may have played differently I think that would be instructional for Cal to read whenever he's back. One thing I certainly need to do better is scout. I have no idea what is to our west, south, or east, so dotmapping is impossible until I get more information and my expansion is biased in the direction where I have map knowledge, to the NW.

I still haven't swapped into slavery, but haven't really had a need to just yet. We have plenty of natural hammers in our earliest cities. Once I've put out a few more warriors to send out to scout and lock down settlement sites I'll build more settlers and probably swap to slavery while they're en route. This is just off the top of my head kind of planning, nothing is concrete. If you have suggestions, let me know and give some of your thought process for Cal if you have time. Thanks.
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I couldn't kill the scout this turn and making peace saves one hammer. You can just see the scout is on the mined grass hill, which was really the only option I gave him. I'd prefer to discourage any lingering, so peace is good. Whacking the scout doesn't gain me all that much and could antagonize what otherwise may be a profitable relationship, all to deny him map knowledge. No big deal.



City #4 settled, with the benefit of having an immediate trade route with city #3 via the coastline and the river. Very convenient. Next turn road segment #2 will connect the capital and city #2 so we'll have full trade routes. More roads to come as I shuffle worker labor north to set up the newer cities, then more settlers as new warriors expand our map knowledge and give me information on how to dot map.



IMP: crashing economies since the beginning of time. But this isn't really a crash, this is fine. The gold is going to carry us along one of these days, but really it will be the cottages. IMP just means more cottages earlier, right?
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