If we're going by the last plan I settled on for getting city2, the worker currently chopping finishes chopping, then moves 2W and chops that forest as well (should finish when settler has 1t to go, only point is to create overflow).
The worker on the copper finishes roading, then moves 1N1NW and chops, should finish 1t after the southern chop. Southern worker puts 1t into a road on its current tile (1S of copper), then must cancel action.
Put overflow+north chop into worker, should be enough to 1t a 3rd worker. Settler moves to the city spot 1E of the corn. (and do not revolt to slavery in transit, need worker3 to come out first.
Worker 3 moves 1SE,1S and roads, completing road. Settler founds city. Worker2 now moves through city center to corn and starts farming. WorkerNorth moves 1SE1NE to plains hill forest, starts chopping. Revolt to slavery occurs on this turn.
The path to Triplet is then pretty easy from there.
Getting BlackCollar out though in anything resembling an efficient use of worker turns is a giant pain. We hit a real crisis in terms of needing lots of worker movement and needing more improved tiles. Trying to get everything to click where the slaving matches where/when we overgrow worker labor (while not just using slavery as an excuse to not improve any tiles), don't think I've hit on anything I love yet.
Makes perfect sense; we're using up all our forests but I'm fine with that. No sign of barb warriors yet but I somehow suspect we'll have one camping on the corn the turn Cobra founds.
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(March 31st, 2015, 10:18)dtay Wrote: Getting BlackCollar out though in anything resembling an efficient use of worker turns is a giant pain. We hit a real crisis in terms of needing lots of worker movement and needing more improved tiles. Trying to get everything to click where the slaving matches where/when we overgrow worker labor (while not just using slavery as an excuse to not improve any tiles), don't think I've hit on anything I love yet.
Send me the save stack, or at least the save around Triplet's founding? I suspect between Retep's online copper, barbarians, and HAK's crazy puppy-like aggression actual moves will be predicated by "events dear boy" but we can fiddle, certainly. I'm also open to consider Empire and/or Spinneret before Blackcollar.
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First chop is a go, Pottery in 8 turns (assuming no trouble with the Cobra settle cost), road halfway done, and quecha scoping lions. Looking good around in grey Inca. Pleasant times, in other words.
...but we've also now officially lost all graphs. Grimace and HAK have stuff in the 30s on us, but Retep is a full 90; he cares nary a whit about HAK (having not met his nearer neighbor Grimace somehow). Ugh; I put us back to full against Retep for now, want his graphs the most. Also, don't want him able to see our research. Cautious is about right.
If only you and me and dead people know hex, then only deaf people know hex.
Noobly question: Does 'snowball' refer to packing your cities together like a snowball, or pushing early growth that begets further growth (exponential return on investments an all that), or something else entirely?
(March 31st, 2015, 23:14)TheWannabe Wrote: Noobly question: Does 'snowball' refer to packing your cities together like a snowball, or pushing early growth that begets further growth (exponential return on investments an all that), or something else entirely?
Here's a save of right as settler 2 (misnamed as settler3, oops) is produced, and I also included a run out to 57. I thought a fair bit about the run but it certainly wasn't ironed out, there were a few cases where I realized 2-3 turns later a better way to do a worker movement for example, but in any case it's a fair representation of roughly how well i've been able to micro out to city 4. Exact micro for that isn't important yet imo, broadly speaking I ignore getting a workboat for a while and try to get a settler out of the capital and 4th worker out of Cobra.
I'm starting to think getting the wheat improved before founding might not be worth it, the worker movement there is awkward and the gains for doing it over getting a 2nd or 3rd turn cow aren't that substantial. On the other hand, movement there doesn't really become LESS awkward after founding, and it needs to get improved sometime.
I think city 4 founding will probably be the limit of useful sandboxing, after that interactions with retep will become too important.
Deviation detected! Warning, warning, warning! Worker roaded for a turn!
Actually, it's fine, I just had a mental lapse with regards to action order. Next turn both workers start chopping, so timing is still perfect. Now watch the lion do a ton of damage and get followed up by a wolf to really wreck us... Or...a bear.
Cobra needs to be contributing ASAP. I think her own improvements should be built by workers home-built, and Spinneret gets chopped from Cobra.
If only you and me and dead people know hex, then only deaf people know hex.
Yeah roading for 1t then chopping makes not a whit of difference. Chop goes into worker, worker3 made, finishes road, south-worker moves to corn as planned.