January 31st, 2010, 22:50
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We can't rename London right... :-\
I was thinking literary characters.
If we want 41 Settler with my plan, we have to send worker 3, worker 1 and 2 must both chop the settler. Actually, a more interesting variant would be worker 1 keeps chopping, worker 2 goes to pasture and then roads to city 2. We try to whip settler and grow back instead.
Or something.
January 31st, 2010, 23:15
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The capital can be renamed, at least I believe it can.
We definitely need to pasture the sheep as soon as AH completes. We need the extra food to grow rapidly, especially if we plan to whip. I would avoid whipping at this point, though; we need to grow the capital and work more tiles. Whipping it down will cost us too much lost output.
Once we reach the happy cap, we can manage a whip every so often while still working all our core tiles. And a granary will help, obviously.
No ideas on naming themes, at least not yet.
January 31st, 2010, 23:23
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Ok, ran my tests. I found it didn't matter whether I used the 2nd worker built, or the 3rd worker built, to go off and join the 1st settler, but I need the other worker to stay. I did double-up the workers on 2 forests, but in both cases, I got the turn back through saving a move (such as being next to the sheep the turn AH comes in. AH came in on T40, and the sheep was pastured T41.)
Highlights:
Without building another warrior, I finished:
Worker 1: T12
Warrior: T23
Worker 2: T29
Settler 1: T35
(Revolt to slavery: T36)
Worker 3: T37 (fortified him)
Settler 2: T44, with 18 overflow to build another warrior. There is plenty of happiness to send Warrior 2 to Settler 2's site.
By building a warrior, I got:
Warrior 2: T39
Settler 2: T45. 0 overflow, but 6 food in the box. Wheel's ETA depends a lot on city 2, but likely around T46-47.
February 1st, 2010, 01:40
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Results look good, Cyneheard.
We will be a bit short on military. I am not worried about getting rushed (at least until we actually meet someone). But will we actually have two good sites explored and decided upon to send these settlers? I guess we will, as long as Gulliver does not die to a barb. 27 more turns for first settler is time to explore quite a bit of land, and then some more turns to second settler.
Also worried a bit about barbs, with Emperor level. When do the real barb units start appearing?
Anyone know what turn first contact was made in PB1 and PB2? Just out of curiosity. Our estimate of 15 tile separation of capitals would mean no warrior contact for a couple more turns, while a scout could show up any time.
February 1st, 2010, 10:14
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Is anyone willing to make a WB of what we currently can see? We need to get a good idea of what sort of commerce we'd pull from city 2 and what it can add(an extra warrior from building/chopped worker, probably a warrior from our second city to be sent to city location 3 maybe?).
February 1st, 2010, 11:03
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haphazard1 Wrote:We will be a bit short on military.
Also worried a bit about barbs, with Emperor level. When do the real barb units start appearing?
Anyone know what turn first contact was made in PB1 and PB2? Just out of curiosity. Our estimate of 15 tile separation of capitals would mean no warrior contact for a couple more turns, while a scout could show up any time.
The problem is, without copper + wheel, I don't know how we can build units worth building. We can spam warriors easily enough (London can build a warrior in 2t, and chopping a warrior instantly is always an option).
First contact in PB2 was 10t or so (Mortius was dead around t12, I believe), possibly earlier with scouts. PB1, I can't remember, although circumnav fell in the t50s. That's hard to go by, since the map & number of players make such a big difference.
Real barb units: I know in SP games they're out around 2000BC, possibly earlier. However, one of the triggers for barb units instead of animals is # of cities per player, and that's different in SP and MP games. Also, there won't be barb archers right away, since they won't know archery. In an SP game at Monarch or above, all the AIs start with Archery, and the barbs learn techs based on how many of the players know them.
February 1st, 2010, 12:40
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T9 has flipped.
The lion has moved to be SE of our current position. I have no desire to spend turns sitting in place to gain 1XP, even though we will win on a forested hill. So, I vote for moving NE, but will acquiesce to the majority on this one, and not hold out for a consensus.
Other news:
KANJ's team is up to 36 points. This must be from a tech. Unless they got a REALLY high-commerce start, this tech is Hunting (or fishing, but why fish for 1 water tile)? They started with Mysticism and Agriculture. We have 94 beakers. The Wheel costs 108. To have researched The Wheel in 9 turns, they would have had to have worked a 2-commerce tile. They settled in place, so unless Sullla gave them a first-ring Oasis tile (which would explain the growth), they researched Hunting. However, that only explains half the 4k power increase. If it was the Wheel, that would be the full 4k power. If the Inca built a warrior, then they managed to get a t0 2-hammer plant, or have a forested grassland deer. My guess? The forested grass deer's the situation, and they're going to work the deer + a 1/2/x tile to get a worker out ASAP. And a forested deer might be seen by Sullla's balance as equivalent to our rice tile (I'd rather have 5/1/0 than 5/0/1, but it's a small difference. Starting with a 4-resource tile, though, is nice). Would also explain the need for hunting. They shouldn't have a 2-hammer plant: Expansive + 2 hammer plant = worker first. Period. A 10t worker is too powerful to pass up, unless somehow the first ring has zero 2-hammer tiles. Lurkers, feel free to laugh inside the lurker thread about how right/wrong I am.
February 1st, 2010, 13:31
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February 1st, 2010, 14:42
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Also vote NE. If the lion keeps following Gulliver, maybe we have to take a stand later rather than risk a fight without defensive bonuses. But 1XP is not worth the risk, plus the near-certainty of spending several turns healing rather than exploring. We need to clear as much fog as possible, so we can see copper and horses once the techs come in and place our cities well.
Comments on the C&D stuff will have to be later, when I have more time.
February 1st, 2010, 15:03
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So I moved us NE. I found something quite nice. Sausages!
I think we're going to want to explore the area around here for a bit...
Contingent on a cooperative lion's move, I'm leaning towards moving N, followed by NE-SE. The lion could run into us at the SE spot, but that's a forest, so we should be OK. I really don't want to miss a strategic resource in range of a pigs city (pigs + copper over pigs + dry wheat IMO. Especially if it's a flat grassland copper, for 2/4/0 or 2/4/1, and if silver can be in the jungle, then copper can be on grass).
Re: C&D: Also, the greatest crop yield just dropped from 7 to 5. That would be consistent with finishing the Inca a warrior, and changing their tile arrangements because of that. The Inca were definitely the ones working 7 food last turn.
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