Okay, good; that makes a lot more sense then. One more picture request then: Could we see the area around dtay that we scouted ages ago with our scout? Comparing it to the way it looked before could tell us where his copper and/or city is located, as mentioned up-thread.
We would probably want to improve the sheep in Muqa`s first ring over the silver, as it would allow us to grow asap. More population will also give us a little bit more flexibility in case of an emergency. Also, a whip cycle sounds like a good idea. With the amount of excess food it has I think we can build quite a few workers and settlers there. However, I don`t think we want to delay mining that silver too long because of the obvious benefits we gain from it.
Regarding the quiz, it`s a team quiz where up to 5 people are allowed on each team. Normally it takes about 3 hours. I find them very sociable. And you always get to learn something new!
(June 3rd, 2017, 04:46)RefSteel Wrote: Okay, good; that makes a lot more sense then. One more picture request then: Could we see the area around dtay that we scouted ages ago with our scout? Comparing it to the way it looked before could tell us where his copper and/or city is located, as mentioned up-thread.
Cool - thanks! And yeah, that should be definitive: If he settled for his copper, it isn't on a tile we've defogged as yet.
And it indeed looks like dtay stealth-planted his city right before or after rolling the turn, and even managed to get civstats to combine the score points for it with the points from his capital's growth to size 4! (I should have been able to infer this from the amount of the score increase actually.)
I agree with that plan for Muqa. The timing of the worker's labor should also work out really nicely to get everything improved ASAP, assuming dtay (and the barbs) don't interrupt anything.
On the warrior in Borte: I think if he moves to the cows on Turn 35, that would give him the most flexibility in terms of keeping our worker (and later Settler) covered once Bronze comes in. Really feeling stretched thin militarily, which makes your idea of overflowing into a warrior after the settler all the more attractive. And thank goodness for dtay's fog-busting scout, I guess! (Note he probably has three C1 warriors on the board at this point, since his capital grew this turn. I'm not worried about getting attacked though, given what we've seen; we should be able to arrange an emergency defense in time if he tries anything, at least based on what we know so far.)
Still curious about the quizzes: Playing as a team sounds neat! Does the team get time to discuss the questions and pool their knowledge, or do you rely on whichever team member is most confident to speak up quickly?
I agree that the worker is more flexible standing on the cows tile, so it will be moved there next turn.
It can`t be too long until barbarians start to spawn. We should be careful so that our units are safe from random attacks. I`m leaning towards building a third warrior in Borte while growing to size 3. It would also be nice to have a fourth warrior built in Muqa as well, to act as a sentry against dtay and the barbs since warriors are so cheap. We could, of course wait until copper comes online in a not so distant future and build an axe or two.
On the quizzes: We write our answers down at a sheet of paper. We have plenty of time to discuss the questions before we have to submit the answers. It is an advantage to have team members with different favorite categories, as that would increase the chances of getting a high score.
And we already have a new turn with several hours to spare on the timer. No big developments since last turn. Except that Borte is now counted as one of the five greatest cities in the world! That has got to count for something, right? The big turn for us is turn 36 when we get to know the copper location.
Are there any other graphs you want me to post? I will post the power graph (and the demographips screen) on every turn I think, as it`s so important to be updated on our neighbor`s military anyway.
(Heh - Krill apologizes in the tech thread for holding the turn - holds it for only an hour and a half after the next-last to play, and doesn't require a pause. Setting a good example there!)
If we can see dtay's MFG graph this turn and for the next few, it should hopefully give us some helpful information as well.
I'll post some thoughts on the Advent of Copper hopefully later today (my time, so overnight for you) and when we actually see where the copper is, I'll propose some updates to the microplan accordingly. I'm really excited to see where it turns up!
The quizzes you're describing definitely sound like fun: A great context for talking with friends on a wide range of subjects and finding out about each other's knowledge there! I wonder if people ever pull together a team of ~strangers (like "pick-up basketball" in urban America, but with knowledge instead of athletics)...
This map is built on the stitched overview shot I took in my sandbox almost twenty turns back, and so isn't complete. Nevertheless:
Dots represent different places copper could appear: I'm assuming it will be within five tiles of the capital on a non-forest, non-jungle tile outside of the BFC. If copper ends up on a tile without a dot, or fails to appear altogether, this might require a fairly significant change in plans. Note that if we assume the copper locations are mirrored (not guaranteed) and that dtay settled for copper (very likely) then all the pink dots, the southern two purple dots, and all but the northernmost pair of the blue dots can be excluded already.
"C" tiles are possible city sites: Most are from your dotmap, with some alternate suggestions for cases where copper doesn't appear in any of their first rings (or appears on the city tile itself if it's on a flat grassland and we don't anticipate desperation for instant copper.)
"F" tiles, color-coded to the possible city sites, are my suggestions for places to move our Fighting/Fogbusting unit (the warrior) First on T36, before moving the worker, always assuming that enemy units and barbs don't dictate otherwise.
"R" tiles, likewise color-coded, are my suggestions for locations to move the woRker on turn 36 if doing so appears to be safe, and - if it has moves remaining - to start a Road (or complete one if the tile has a start on one already).
"M" is basically the same as R, except that I suggest Moving the the worker to that tile and starting a Mine on turn 36 if the copper appears in one of the relevant spots (instead of roading right away).
Remember these are all just suggestions, naturally, illustrating the way I'm thinking about copper. You may prefer an entirely different scheme!
Just Ventessel left to play now. I hope we`re not in for a new pause here. Your dot map and according warrior and worker movements make a lot of sense. We might be forced to move the cities around a bit, in order to not waste tiles. If the copper turns out to be on that black dot there is an argument of moving the city to the yellow C, as it will be stronger long-term and would leave room for a filler on the white C. On the other hand, that alternative would give up the possibility of sharing the clams with Borte as well as cost a bit more in maintenance and delay the copper connection for a couple of turns. Hmmm.
Actually I think there is a possibility of copper turning up on a forest or even a forest hill. It wouldn`t make a world of difference for us, though. The most important thing for us right now is that the copper is not too far away.
Finally we got to know the copper location. Well, I didn`t see that coming. We need 10 worker turns in order to hook up that copper. Our worker went straight NW to the copper tile. A total of four coppers are visible, I took screenshots of them all. I didn`t move the warrior (still haven`t ended turn), where do we want him to go? We are currently not that desperate for a third city actually. Also, note that the demographics screenshot was taken after the coen farm N of Muqa was finished.
I kept the slider on 100 % as we still have 4 gold left, adjusting it to 0 % would give us 13 gold a turn.