April 17th, 2020, 12:44
(This post was last modified: April 17th, 2020, 12:45 by Raskolnikov.)
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2 turns worth of scouting:
I had hopes for a fishing resource on those coastal tiles near the copper but no (the fogged tile is within Commodore's area) so I fully expect a land food resource on those plain tiles. Let's hope it's not cow.
April 19th, 2020, 09:03
(This post was last modified: April 19th, 2020, 09:04 by Raskolnikov.)
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As I hoped, a wheat tile is revealed... together with stone. Seems we will all hide behind cheap walls
Seriously speaking though, I am tempted by a cow/crabs/furs (sharing capital's pig) / wheat/Stone/copper (sharing cow) dotmap. Since we are creative, there isn't much problem puting copper in (uncontested) second ring. We will want to improve wheat first anyway. Furthermore that hill city would need only two roads to be connected (like fur city if we don't want to wait for the border pop).
Still this is a lot of worker turns we are planning already so we might want to go for a 2 worker opening anyway. Capital is due to grow size 3 next turn so now is a good time to discuss about it.
I picked agriculture after TW since it opens 2 arrows teching into pottery and AH but now with wheat I am even more happy with that choice.
Eastern scouting:
Waiting for next turn promo before moving further. Just won a fight against a bear, I wouldn't risk our hero's life just yet.
In for troubles, we are certainly...
He can't have 43 EPs on Mr.Cairo too... can he? This sucks since Commodore looks like a strong opponent.
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Going for a second worker size 3 most probably. With a better micro than just chopping everything in capital I can still make t31 and t36 settler with road connection ready for cities and worker available to improve the cow right away in city 2.
Waiting a couple of hours then will play.
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I think size 4 settler whip is much stronger, but I haven't done any simulations so I will go with whatever you feel is best. The whip timer is a resource, and getting it going a few turns sooner is also a plus. If you're planning 2 consecutive whips later to catch up then that hurts. The 2nd city is also close and immediately profitable.
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(April 20th, 2020, 07:01)Rusten Wrote: I think size 4 settler whip is much stronger, but I haven't done any simulations so I will go with whatever you feel is best. The whip timer is a resource, and getting it going a few turns sooner is also a plus. If you're planning 2 consecutive whips later to catch up then that hurts. The 2nd city is also close and immediately profitable.
I wanna have another worker fast, I will post pics in a few minutes with size 4 whip first settler compared to worker into settler whip helped with chops.
This is important I don't mind delaying the actual turn a bit.
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Alright, I'll check in again soon.
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Worker roads toward next site, Carthage grows making a 2nd warrior then whip for 2 settler.
Nevermind what the worker is doing, chopping since I forgot to bring back the scout (I am working from a t22 sandbox save with scout automized) and got my warrior killed so had to go back instead of improving the cows.
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With second worker: second city one turn later but second settler can be whipped t35 (still not in slavery here as it wasn't worth it as chops were coming in finishing settler)
Funnily the road isn't complete but things will speed up from here compared to the other build.
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I am undecided here. Maybe you are right since the lone worker in the first example will be enough to road to the other site and improve ressources. But the 2nd worker could come in handy to chop a third in capital and improve its mines.
April 20th, 2020, 08:43
(This post was last modified: April 20th, 2020, 08:44 by Rusten.)
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I wouldn't waste time roading if it means you're not getting mines up. Those are important with IMP and the strength of giving a food tile away is that you replace it with a mine for similar effect.
We'll have trade connection through coast after settling either way. I'm assuming the lake is not connected, but the coast will do so 5 turns after the city is settled.
Looking at the lack of improvements you're probably right in wanting a 2nd worker TBH.
Overall we fucked up by picking a trait like imperialistic with neither one of us having much time to sim. It's so important to juggle tiles for max efficiency and our opening feels total crap.
April 20th, 2020, 09:55
(This post was last modified: April 20th, 2020, 09:55 by Rusten.)
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That's more on me than you btw, not pointing fingers here, just slightly miffed about blowing our opening turns. You've made an effort.
It's a long game and we'll have time to turn things around. It's not a huge deal. I say go with the 2nd worker and you'll be able to decide between roads or not.
April 20th, 2020, 10:47
(This post was last modified: April 21st, 2020, 03:27 by Raskolnikov.)
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(April 20th, 2020, 09:55)Rusten Wrote: That's more on me than you btw, not pointing fingers here, just slightly miffed about blowing our opening turns. You've made an effort.
It's a long game and we'll have time to turn things around. It's not a huge deal. I say go with the 2nd worker and you'll be able to decide between roads or not.
Don't worry for that. It's just a game and I take full responsability for the
I will go with worker size 3. Planning on chopping a forest next turn north of the capital and put it into our first settler. Next worker should mine the riverside grass then move on cow tile, while the first one keeps on chopping.
I will have a bit more time this evening so I will test if roading the pig connects the second city (wondering, gut feeling says no) and make a micro post with the planned move till settling city 3 so we can avoid obvious mistakes in the future.
PB48 spoiler
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