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Dreylin Blues 2000 is on (another) mission from Cod

Forgot to post this last turn:
[Image: UrIG729.jpg]

This from before both Ljubljana & Ginger revolted to Slavery.

From this turn:
[Image: QkYyAHj.jpg]

Soldiers deficit fixed by BW, and otherwise looking decent saving gold for a turn.
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T042 -

More disappointing news from up North:
[Image: CDc8i0d.jpg]

I guess this will be a priority settle for Ginger after all.

And my Copper shakes up my settling priorities (or does it?):
[Image: xELtmHR.jpg]

I think the Stone city makes sense now after Elwood's Horse as it can grow on the FP while improving the Copper and building a Monument.

I also need to get my head around when to revolt to Slavery; my instinct says wait for the Settler & Worker to complete, but I think that's slower than any alternative, as is 1Pop whipping. I've got a couple of turns before I could 2pop whip, so a little leeway to think.

A single chop puts the Settler at 98h after 5t and the only way to get the extra 2 to bring it down is by borrowing the Cows for a turn ... which delays Haddock's Worker from 5t to 6t. <sigh> 2 chops only buys a turn and a bunch of overflow, but also eats the worker turns that would have gone into the road connection.

I think the solution is probably to revolt, combine a 2pop whip and chop for a bunch of overflow into another Settler, switch to a Warrior for a turn(need to check if just one or if worthwhile if 2), regrow to size 3 and then finish the second Settler.

Saving gold for a turn, but then am probably going to take a punt on Polytheism ... which will be a ~9turn mistake, but hey-ho.

Oh, and Ljubljana has now met both greenline and Ginger (which pulled away some of Ginger's EP last turn). I've had Ginger's graphs for a while and should have greenline's soon (I don't think he EPs during his sub 1minute turns so I've only been getting half from him up to now anyway) so then can turn my attention to the next target.
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I did a bit of spreadsheety thinking and came to a couple of conclusions:

1) fastest to found Elwood's Horse's is t48 with immediate revolt* and a 2-pop whip

2) single chop can be added, but lands same turn as the whip so only contributes to overflow. (I will do this regardless since it's the best use of the worker turns)

3) single chop without whip founds one turn slower on t49. In return I get an extra Worker turn from Haddock and still have a 2-pop whip in my back pocket

4) Revolt on t48 with settler in transit would let the 2-pop whip be applied to a second settler to found Stone as city 4 on t53

I think this last is the route I will follow, pushing the next 2 cities out quickly and then pausing to regrow before the next push.


One observation I have made during this exercise is that the current status does not favour additional forest chops. While each chop speeds production of a Settler by 1-2 turns, applying those 4 Worker turns into the road network instead not only guarantees the new city a Trade Route connection from founding date, but also reduces Settler transit time by a turn. In each of the above scenarios the settling dates are ultimately unchanged by addition of a chop and loss of connection.


Although everyone else is currently running farmers, I do need to flesh out my skeleton defenses a bit; after completing the Worker, Haddock will start on a Warrior. Elwood's Horse doesn't benefit from a monument so will also start a Warrior, while Stone absolutely needs to first-build a Monument so I'll move the existing Warrior in this direction to cover. The Chariot will stay in the vicinity of Elwood's Horse. After the second Settler Cod will probably also regrow on a Warrior, but maybe switch to Worker at size3.


Any questions about these of any other of my stream of consciousness plans?
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Maybe an updated dot map of the capital area?
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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(February 15th, 2024, 16:24)Tarkeel Wrote: Maybe an updated dot map of the capital area?

I'll try to grab some images tonight. Not much has changed except in the SW where I keep tweaking in the hope that somehow I'll find a decent plan for the food desert. Nothing has excited me yet, though the current plan squeezes a close city in to help grow Coddages. Ba-dum, tish.
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T043 -

Greenline is now in Slavery and Ginger's capital grew to size6, setting up a 3pop whip.

Mighty Mack is starting to uncover new tiles in the South:
[Image: YvOMa9A.jpg]

That is a dry Corn directly South of him and it does look like the coast is turning West and will likely angle towards greenline. I'll get a better shot of the area next turn.

Dot colours are roughly:

White = filler or very speculative
Yellow = likely
Other colour = planned or want

The hill SW of Mack looks like a promising spot to plant a border city, in which case I could pull Cow dot back 1N. The far white dot is very meh. It could go a few other places and still be meh, or could try and be half-decent by grabbing either Wheat or Cow first-ring and likely piss off greenline.

Haddock's borders pop the same turn the Settler does, so that would be a decent turn to revolt ... except if I'm still in the running for Hinduism then I probably put off the revolt and eat the 1t delay to the Stone settler.
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T044 -

Yes I definitely want to get a city down here:
[Image: 24d4Frv.jpg]

In foreign news ljubjana settled their 3rd city  yikes though I wonder if they have more than 1 worker?
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Ugh, the more I stare at Cows city, the more I dislike its new location.

1N - could share the Wheat and moves away from hills, however it is also farther from Pink.

1S - back on the defensive hill and can support Pink better

1SW - Cows 2nd ring is not great, but it does support Pink better and an improved border. Also creates space for a seaside filler 1SE of the Cows.

Hmmm, maybe the latter is better as the linking city to Pink, then the hills city follows after?
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T046 -

So my previous assumptions about the map were all wrong:
[Image: tgXAKVg.jpg]

I probably need to get some new overview shots, but I didn't have a lot of time for this turn. Might Mack is also getting some good info from the South, while Jake is spending seemingly 40days & 40nights in the desert out West looking for another contact.

ljubljana/Ginger looks like a "declare to get visibility" false war; I think their Scout was still in the area. Meanwhile I guess Ginger is planning to settle in this direction imminently. Good, keep going that way... mischief
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T047 -

Overview:
[Image: Wqv5yg5.jpg]

Maybe a liiittle bit of sign spam there (BTW, is there a way of switching them off without deleting them?), but you can see the overall shape of the land puts me sandwiched between greenline & Ginger. From EP spend I know that greenline has one contact outside the 4 of us, so maybe from his SW? He & Ginger have not met.

Also huge ... tracts of land desert.

Oh I also changed Haddock's Warrior build to a Chariot since no urgent need for MP and Vultures on the horizon.
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