November 19th, 2020, 08:23
Posts: 1,902
Threads: 7
Joined: Apr 2020
(November 19th, 2020, 08:14)Erwin Wrote: Just out of curiosity, did you consider going double worker before settler? There are so many forests in the BFC to chop.
I did, but then chumchu told me that we are a bit behind on gnp, and to make worth the trait we should go 2city fast, and this way we would get 2 city 2 turns sooner or so (I dont really remember the amount) so this way we had better gnp and more growth on the cities too. But we did think about it
November 19th, 2020, 08:30
Posts: 1,902
Threads: 7
Joined: Apr 2020
(November 19th, 2020, 07:53)chumchu Wrote: I would guess so but someone else seem to be at 5 prod also.
Scouting moves look good.
We can settle a triple cow, double wine city if we move "city?" one Northwest. =) I see it as a slightly later city that can start with a a chopped dun which then steals the cow from the capital to start growing on a granary. It needs pottery, masonry and some worker labor so maybe it is city 5 or 6. Should be an excellent pump of settler/workers with 5 food 12 hammers at pop 4 working the 3 cows and sugar.
That means we can shift "another city" to maybe the hill by the river south of corn which would be a very good commerce city with great defense.
I agree with a city at "aas" but currently it looks like low priority for me. Maybe the scout reveals more resources.
Tech Path: Bronze, AH, Wheel, ????. I would suggest fishing, sailing, masonry/pottery. New cities can build guard warriors. Depending on defense needs and how near bronze is masonry can be moved up or archery slotted in. The idea is to get our island city soon but not so soon as to sacrifice too much population growth. Both the trade routes, the silver tile and the extra happy will be very helpful when we spam the cities.
So the order would be city 2, less pinkdot, max money. All of which are very good on foodhammers and can contribute relatively fast. Then island city for commerce then triple cow city for more production.
For me city? was a bit filler city and thinking that anothercity would be much better. With your aproach it would mean almost the opposite. But i think thats totally right since it would mean closer city and easier to defend.
I thought the same tech path, but i think we have not much infor about Mjmd which is the most dangerous neighbour and we dont know yet whether we should go defensive or more explansive, so i was thinking between pottery or archery and then masonry to try to get the mids with stone. Maybe too late?
November 19th, 2020, 10:48
Posts: 1,177
Threads: 12
Joined: Apr 2016
There will probably not be much rush for early wonders with this much good land to settle. I can see oracle and Stonehenge going turn 60:ish. Mids should be safe until turn 80:ish. Failgold would also be good for us which is a another reason to hook stone and put some hammers into wonders in a few cities when our production queues are less clogged.
Agree that finding mjmd would be good.
November 19th, 2020, 11:48
Posts: 1,902
Threads: 7
Joined: Apr 2020
He is in our NW so i will probably end the circle now on SW as i said before and then start going towards our NW.
Maybe we should start trying to make asap good diplo with him so he looks into ruff or anotherone instead of us?
November 19th, 2020, 13:39
Posts: 1,902
Threads: 7
Joined: Apr 2020
Turn 17
I renamed the dots so its easier to talk about them. I thought to make numbers after city but i did only in the ones that are clealy made right after.
It looks to me that A dot is a good city with that corn right there, it would be better on the hill and having those resources as first ring i guess now looking at the image writting this xD, a bit farther but that shouldnt be a problem.
Demos
November 20th, 2020, 12:00
Posts: 1,177
Threads: 12
Joined: Apr 2016
Great overview! Thanks. The letters make it clearer although it might be difficult to find a fruit that starts with that letter for all of them ; )
November 20th, 2020, 13:36
(This post was last modified: November 20th, 2020, 13:36 by vanrober.)
Posts: 1,902
Threads: 7
Joined: Apr 2020
Turn 18-19
Again had to double turn, since it took me too much time for being available to play.
Anyways, interesting scouting views.
Demos, still first on hammers.
November 20th, 2020, 14:03
Posts: 1,902
Threads: 7
Joined: Apr 2020
I forgot to mention that, tuyrn 18 ElGrillo and Noble grew their cities. On turn 19 Cairo grewed it, and Mjmd, Ruff and Grillo took a tech
November 21st, 2020, 04:01
Posts: 1,902
Threads: 7
Joined: Apr 2020
Turn 20
I dont know how to interpret those change of score of this turn.
But it happened something nice, it seems we found Mjmd, i hope thats not Noble and then we are in the midle of everything.
So this is demos,
Finally wanted to say that 2 of them already know BW and its speeding it up a bit our plans. Im making now the update of the land of all we know of the map to be able to make a bit better simming, Ill post it here after i get that done.
November 21st, 2020, 06:01
Posts: 1,902
Threads: 7
Joined: Apr 2020
Here is the turn 0 with all the map knowledge we adquired on this turns. I tried to slow down all the AI so we can conect them the turn we do in the game and add them the tech they have so we can have the tech path completely as much accurated as possible.
The only thing i didnt put was the 52x52 map since i have no clue of how to do that. So here there are turn 0 and turn 20 like ive played them without taking on count the EPs and all the tech of AI, I just chage them when im making a tech so i get the exact bonnus.
https://drive.google.com/file/d/1F5gBih9...sp=sharing
https://drive.google.com/file/d/1WMfDuRG...sp=sharing
|