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Dare you enter the Whizzard's Realm? Magic and Mysteries abide.

Here's a brief thought: if we can land the taj, how about trying for great person #3 out of UU? Working only the bananas and deer, it can run 5 scientists, which can 6-turn a great scientist, that can be used to bulb education.

In fact, this might be a better natepic city than stretching all the way towards the gold (which will take ages to get developed). Later on, lots of grass farms that can get irrigated.
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It can just work the 2 bananas and save the deer for barabur. I think it would be great if we get religion in there, otherwise it might be a struggle to beat the cap. I'm hopeful we will get a spread there at some point.

Re another worker whip - I think it is unlikely to be a good idea. We would almost certainly be whipping off resource tiles for it, and another happy hit. I'll have a play around, but I can't see an easy way of getting one really.


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Replayed the turn, made same moves, made the call of withdrawing the western warrior by a turn. Let me know if you disagree with this move, but I don't think we lose anything from a little indecisiveness.

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Took a few more screens. Found Scooter's 3rd city: it's grabbing the horses.

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Found Plako's city. Will move along roads, searching for his capital. I think they settled same as we.
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Finally was able to download the sandbox. I have a couple more questions, if you don't mind:

1) I followed REM's plan up to t206, but I think there's a typo for t207 - it calls for whipping the capital for a settler, but you'll be swapping out of slavery the turn prior. In general, I felt a bit short on workers, but not critically so. Barays are great.

2) Are you sure there are no land bridges connecting players at the poles? As far as I can see, no one's defogged enough land in that area to rule out the possibility, and from a meta/mapmaking perspective it would make a lot of sense. I don't think it would change the proposed city 5 spot, but it might be worth sending the explorer all the way north to check it out, now that you've met all of the other players.
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1) I think it's just a typo, we'd already whipped the settler last turn, it should be build a worker.

2) We suspect there's a connection down in the ice, which is a route for sneak attacks (and hence getting a city by the stone would allow us to control the border).
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Yes a typo. No idea what to build. If we can overflow a 1t worker brilliant! If not, grow to s4 on research, then 1t a worker.


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IF: build AP in BD, T205, Tower must work swap oasis tile for Ivory tile (in order to get enough hammers to barely overflow).

Also, playing around with an extra worker whip, BD basically regrow instantly. And considering we grow ridiculously fast, having more good tiles to play around with (and more unjungled tiles chopped down) feels like a better strategy in the long run.
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(September 15th, 2016, 18:38)Nicolae Carpathia Wrote: IF: build AP in BD, T205, Tower must work swap oasis tile for Ivory tile (in order to get enough hammers to barely overflow).

Also, playing around with an extra worker whip, BD basically regrow instantly. And considering we grow ridiculously fast, having more good tiles to play around with (and more unjungled tiles chopped down) feels like a better strategy in the long run.

We would be whipping off a lot of resource tiles, which just feels like it isn't the best idea. We will get another worker after the settler from the cap too don't forget.
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Is the GE this turn or next? If this turn, can we turn off all research/wealth and see our turns to GE and turns to Nationalism? I think AP should go in the city that does make the GE.


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Great Engineer is born this turn, T204.

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146g at -9gpt, so we have 16 turns of 100% research remaining. This will decrease when we settle clams/deer.

At current commerce rates, nationalism is 16 turns away. This will decrease in the short term, when we whip off the oasis and cottage, and increase when we add more cottages and the furs and the commerce from the clams city (and perhaps citizens working the coasts of UU.

Without AP in Baraddur, the great engineer arrives in 15 turns.

If we put AP in Baraddur, the next great person arrives in ~9 turns. I really like the idea of rolling the dice, realistically, we should expect to research Nat within 15 turns.

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Worker moves made.

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Henry Ford, the Great Engineer, was born in Plako's city. Hang on, has Mist not popped a great person?

Also, now we've seen Plako's cities, time to make contact with Mackoti. I suggest we do so via the arctic landbridge, and that means sending the explorer NW. This has the benefit of defogging our SE and SW as well.

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WK named his most recent city "Krill Next Door". Suggestion that Mackoti rename himself Krill.

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Mist built a Buddhist Temple in his city. Uh, what? Was he thinking of popping AP? Then why didn't he rush for it? He could have beaten us to it, easily.

One last decision, haven't ended turn: AP in BD or Tower? Still heavily leaning towards BD.

As for the worker whip decision, I was considering doing it on T206 whip. While it is a 2>1 whip, it does regrow the turn after the worker pops out.

The benefit of it would be 9 workers distributed across 5 cities. The distribution also feels just right: 3-4 workers improving the heavily jungled Sadrith Mora, 1-2 improving Unseen U, 1-2 improving Clams/Deer/Gold, and 2-3 improving BD and Tower.

The downside is we won't get to work 2 resource tiles for 2 turns. But there isn't too much to build in BD (Monastery and Library, and even if we have the extra population, it's not like there are cottages to grow onto.
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