November 28th, 2014, 12:37
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Warrior revealed some nice fish. Some very wharfish water down here. Should we continue another 2 tiles to the hill? That means we return to the plains hill for T24, city planned to be founded T28, seems like we should have enough time to make sure we're not missing anything in the East.
Our scout also got a lot of information, but it was a whole lot of nothing:
Another source of incense, but I don't think cottaging our capital's source is worth it, since a 1/1/1 tile isn't so important and the plantation has a better yield.
I made sure to put the warrior 2nd in the build queue, granary 3rd btw. I meant to ask you at the time, why does that end up saving us a hammer?
Dreylin grew to size 3.
November 28th, 2014, 15:41
(This post was last modified: November 28th, 2014, 15:41 by SevenSpirits.)
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Ouch, sucks that that's a dead end.
The evil spirit that calculates production decay makes its rounds after production, and targets everything that has hammers put into it but isn't the active item in the queue. By making sure that the warrior is next in the queue when the worker finishes, we trick the spirit into giving the warrior a pass that turn.
November 29th, 2014, 14:27
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Found some resources:
Score increases for mackoti and Yuri. Not pop, so they must be tech. 7t tech for Yuri, 8t for mack. Seems like BW for Mack. Not sure what could take Yuri that long. Maybe he was switching tech? BW for Mack would account for the entire rival power increase, so Yuri's would have no power. I think Mysticism is most likely, but it's not the type of tech you want to do any tech switching on.
December 1st, 2014, 05:49
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Strange land here, just a long snake with no forests but some seafood. Luckily slavery exists.
Demos
December 2nd, 2014, 04:24
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The granary magic starts:
I turned the warrior around and headed back.
Demos:
December 3rd, 2014, 18:46
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Finished the granary. Also finished BW and revealed a copper.
December 4th, 2014, 13:14
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Hmm, neither strategic resource is in a position that is too easy to claim.
Seems a new turn is in and we have to choose where our research overflow goes. Are you happy with Mysticism?
Neither Fishing nor Hunting seem immediately important still. So the other option is Writing -> Math. Worst case scenario with the Myst path, we need to research all the way to Judaism for a religion, which is about the same as Math. But I don't think I want to constrict our settling options with no border pops Pre-Math anyway, so just stopping at Myst for a while wouldn't be too bad if the other two religions fall.
If a religion founded in our second city, it'd quickly get 3rd ring borders, picking up the clam and crabs, so we could settle for first ring fish and have those 2 in our borders straight away.
December 4th, 2014, 13:32
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I'm off to football training btw, will play when I get if you haven't got it already.
December 4th, 2014, 18:07
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Revolted to Slavery and put the whole 4 beakers into Mysticism.
Demos:
December 6th, 2014, 14:59
(This post was last modified: December 6th, 2014, 14:59 by The Black Sword.)
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Some thoughts for the next few turns:
-Can we afford to send warrior 2 out to pillage the pasture and confirm food in that area? Assuming the capital's border pop and our exploring warrior doesn't show up any barbs, I think so.
Then we can send the scout up through the sheep/gems spot. Our current warrior continues to push into the land to the SE and after the settler is whipped our 3rd warrior can start exploring SW again. That should give us a very good idea of our land and warning if any enemy units are incoming in case we need to hook the copper.
-That leads on to the next point, how we want to dotmap the north and particular our copper. This does depend on what food is available in the fog in the East.
I think the best single spot is 1SE of the Wheat, assuming there's no time pressure on copper. This gets all the lovely river tiles to our North. But that makes it pretty hard to lighthouse the lakes, particularly if there's food to settle for in the east.
Alternatively planting on the copper is nice, but that makes it hard to pick up any food when planting for the river area. Maybe on the copper, 1NE of the wheat and a filler stealing the capital's sheep.
Third option is 1SE of copper and 1E of Wheat. The copper city needs to leech off the capital for food though, and it's not a city I'd want to prioritise if it weren't for the strat resource.
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