Oh damn, I was worried about this, I should have checked in the sims myself. Well, if we're after a random mixture of GPPs, then it would be best to put it in tower, along with his GProphet buddies.
Yeah GPP wise for tower, otherwise baradur. You manages to get any micro done? I cant decide on whether chopping now is good or waiting. I also think that We should try for. GSci for N academy? What's your thoughts. Now people are we are gonna taj we need to see what wonders are left soon.
GA fired. Moves done. Sorry didn't seem to catch you, but I got a fairly decent plan simmed out in the end.
Had to pull the warriors back - they are needed for MP happy quite soon. Tower built the Taj to add to the mixed pool, and will go mon - temple - settler at size 9, will only take 5t to build the settler. Baradur goes worker - settler, which will be chopped out starting next turn. Isenguard gets a galley so we can get the gold commerce ASAP. Pike in SM to protect the north and more MP.
Looking to send the Baradur settler to the ricex2 cows spot, and the tower settler south to the spot below the capital.
I'll post full micro later when I have time.
Demos are nice, but not perfect. ND went to WK this turn. Plako got a GS.
Have any other teams picked up techs yet? I'd guess that mackoti, who has been saving gold, will use his GS for an Academy and then start teching, while plako wanted to bulb Education? Maybe for a quick Oxford with PHI universities?
One nice thing about coastal cities is that they get a free lighthouse to grow on while you're short on improved tiles. Hoping for some timely free Hindu spreads
(September 23rd, 2016, 15:01)El Grillo Wrote: Have any other teams picked up techs yet? I'd guess that mackoti, who has been saving gold, will use his GS for an Academy and then start teching, while plako wanted to bulb Education? Maybe for a quick Oxford with PHI universities?
One nice thing about coastal cities is that they get a free lighthouse to grow on while you're short on improved tiles. Hoping for some timely free Hindu spreads
The same turn we hit nat misltoin picked up edu. Lib is 1300ish beakers, so with a prophet bulb should fall in about 4-5 turns at most.
Definitely disappointed at the lack of Hindu spreads so far!
What do you think of the double rice cow fish city location to the northwest, and the general southern dotmap? We're soon hitting the land of no return for changes. Remember there is some wheat in the black to the south.
T216:
worker A 6 farm 1/5
worker B 6 farm 2/5
worker C 8 road 1/2
worker D road 2/2
worker E 112 to grass hill forest
worker F 9 road 1/2
worker G 9 road 2/2
worker H 122 to grass hill forest
worker I (from Baradur) 36 to grass forest hill
Tower builds temple finish EoT, grows EoT, works whales/corn/pigs/fur/horse/ivory/cottage/cottage free eng
BD builds settler, works rice/iron/cottage/cottage/cottage/grasshill forest/grasshill forest free eng
UU builds monastery works banana/banana/deer/scientist/scientist free eng,
SM builds pike works deer/iron/rice/grassfarm free eng
Isenguard builds galley works deer/clam/grass mine/grass farm/coast (or scientist?) free eng
T217:
worker A farm 3/5
worker B farm 4/5
worker C road 2/2
worker D 7 to jungle banana
worker E chop 1/3
worker F 697 to horses pasture 1/4
worker G 697 to horses pasture 2/4
worker H chop 1/3
worker I chop 1/3
Tower builds settler, works whales/corn/pigs/fur/horse/ivory/cottage/cottage/cottage(plains cottage) free eng
BD builds settler, works rice/iron/cottage/cottage/cottage/grasshill forest/grasshill forest free eng
UU builds monastery works banana/banana/deer/scientist/scientist/scientist free eng,
SM builds pike works deer/iron/rice/grassfarm/horse free eng
Isenguard builds galley works deer/clam/grass mine/grass farm/coast/coast (or scientist?) free eng
T218:
worker A farm 5/5
worker B onto galley
worker C 7 road 1/2
worker D road 1/2
worker E chop 2/3
worker F pasture 3/4
worker G pasture 4/4
worker H chop 2/3
worker I chop 2/3
Tower builds settler, works whales/corn/pigs/fur/horse/ivory/cottage/cottage/cottage(plains cottage) free eng
BD builds settler, works rice/iron/cottage/cottage/cottage/grasshill forest/grasshill forest free eng
UU builds monastery works banana/banana/deer/scientist/scientist/scientist free eng,
SM builds pike works deer/iron/rice/grassfarm/horse free eng
Isenguard builds galley works deer/clam/grass mine/grass farm/coast/coast (or scientist?) free eng
T219:
worker A farm a tile nearby
worker B onto gold off galley
worker C road 2/2
worker D road 2/2
worker E chop 3/3
worker F 1 road 1/2
worker G 1 road 2/2
worker H chop 3/3
worker I chop 3/3
Tower builds settler, works whales/corn/pigs/fur/horse/ivory/cottage/cottage/cottage(plains cottage) free eng
BD builds settler, works rice/iron/cottage/cottage/cottage/grasshill forest/grasshill forest free eng
UU builds monastery works banana/banana/deer/scientist/scientist/scientist free eng,
SM builds pike works deer/iron/rice/grassfarm/horse free eng
Isenguard builds galley works deer/clam/grass mine/grass farm/coast/coast (or scientist?) free eng
Worker actions can be tidied up a bit, gets cities 6/7 on turns 221 and 223, a lot of workers (SM and BD to pump workers after their builds) and a lot of pop to whip to settles after the GA. We will perhaps be a little behind expansion until then but overall I think this isn't bad.
Hey, I haven't really had a chance to think hard about this game, from work + PB34. I've had a few thoughts about the best southern dotmap, assigning at least one food resource per city. I'm thinking of basically ignoring the southernmost silk, though the southern Iron city can potentially be moved north a tile, freeing up space for a city 21 of the iron.
Also, it looks like Mackoti had declared war on Scooter. A phoney war, across the landbridge? Strangely, it's not showing on the event logs, perhaps it was declared a dozen turns ago and we only just noticed?
As for the double rice cows city, I do agree that it is necessary to assert control over the northwest islands.
A few notes, can we work merchants in UU? Gives us best odds at a Constitution bulb, and aids the snowball. I'm happy to pop a GPerson out of UU for now, and then strand the GPPs in Tower for a while as we switch out of Caste/Pac, and let the chips fall where they may for GP#4.
More notes: why does worker D road that tile? To prevent the jungle from regrowing onto that tile? Can we put turns into cottages south of Tower?
I'd like workers CFG to move 9 and farm. I feel like their priorities are to both improve the tiles west/north of SM and aid in the road towards the double rice/cows city. Also gives SM a tile to work next turn. I'm thinking, move them all to 9 to farm 3/5 on T216, then 2 of them complete the farm, the remainder spend a turn farming as they travel towards the horses. So it would go:
T216:
CFG move 9 farm 3/5
T217:
C move 8 farm 1/5
FG farm 5/5
T218:
C move 9 pasture 1/4
FG move 8 farm 3/5
T219:
FG moves 9, with C pastures 4/4
T220:
CFG moves 1 farms 5/5, roads 1/2
Suggestions for Baraddur: let's cottage the plains river, as I think it's stronger than a grass farm. Also, according to my numbers, we can switch off a grass hill forest onto a grass cottage, and still get enough hammers from chops to 4-turn the settler.
So it would go:
T216:
Workers EHI move onto seperate forests
Workers AB move 1 cottage 2/4
BD works rice, iron, 1 grass hill forest, 1 plains cottage, 3 grass cottage (settler 45/237)
T217:
Workers EHI chop 1/3
Workers AB cottage 4/4
BD works rice, iron, 1 grass hill forest, 2 plains cottage, 2 grass cottage (settler 73/237)
T218:
Workers EHI chop 2/3
Worker B moves onto galley
Worker A (farms? moves onto grass hill and mines? windmills?)
BD works rice, iron, 1 grass hill forest, 2 plains cottage, 2 grass cottage (settler 101/237)
T219:
Workers EHI chop 3/3
Worker B unloads onto gold
Worker A (?)
BD works rice, iron, 1 grass hill forest, 2 plains cottage, 2 grass cottage (settler 139/237)