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I'm absolutely on board with your next city going there. It's a very strong site for either expansion or military - whatever you want to do.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
May 17th, 2020, 21:06
(This post was last modified: May 21st, 2020, 05:42 by Mjmd.)
Posts: 7,001
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Ya I've pretty much adjusted everything for the wheat city; I'm convinced. I'm currently 7th in food behind both Vanrober and SD and it really won't get better until 3rd city. Also, just in case I don't get the holy city where I want this is a better location. Also better for worker micro and tech pace.
Turn 40; met Ramk last turn as Vanrober's other neighbor. I'm wondering if the donut is skinnier up that direction because i'm getting about 16 tiles way for his capital. Also if you look at Vanrobers capital that is skinnier. Land looks much better that direction for Vanrober and that river is slightly closer. It looks like Vanrober JUST settled his second city this turn. He must have whipped a 2nd worker back on turn 28.
New inadequate micro with adjusted city spot below:
Ive swapped 5 & 6 mainly because I'm paranoid SD would take the double cow city. I realize its not a great city, but it kind of anchors that whole flank and I have plans for those forests.
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I think SD is more likely to take your fish/cow spot (which is 2nd ring for him) than your cow/cow spot, which is like 4th ring for him and 2nd ring for you. Unless that's the only ivory around.
I suspect that he won't go for that soon - I'm guessing his number #3 city is a high food city that isn't that direction, mainly because there are 3 directions he can go and so there are 2 others
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 7,001
Threads: 44
Joined: Nov 2019
Game is paused atm as SD won't have internet for a few days.
Yes the fish city is absolutely contested ground. That hill is exactly 6 tiles from his cap and where I started. SD did do a 2 pop whip this turn after I last reported which is probably his 3rd city. Mind I'm not going to whip for another 5 turns for mine. I'm assuming that one will go settle horse for him. But he will definitely get a 4th out before me which is why I originally was going to jump to there first. If he has just 1 axe in there do I send all 3 of mine plus a spear? There is a more interesting question, but SD is experienced enough I would bet on 2 axes. If he settles the fish I will actually be putting city #4 north of rice. My single player brain wasn't thinking when I placed that mark up there. Sucks to place on a grassland instead of plains, but at least it also "claims" the fish. Just go get out another awesome city even though its essentially backline.
Wrong double cow city. I realize I never specified sorry. I don't have it marked, but 2 south of the spice near him there is a hill that grabs both grassland cows. It also invalidates my spot and any other hill spot in the area (again settling all hills near SD if I can). My hope is he doesn't realize this as I'm not sure hes scouted. His original scout went up the lake and it is a 3rd ring city for him.
I really wish my scout had lived, I would love to know who SDs other neighbor is and if the land is good that way. Eastern scout may get an idea on the other side of Ramk if the foodless waste between Vanrober and I is unique or a map feature. I thought about building a scout from city 3 right away but that time period is probably over sadly.
So should #3 city work on a barracks or axe. I think this actually is a medium term plan decision. 2 barracks is same hammer as 3 axes / spears. Combat 1 isn't going to mean much against shock axes and prats. I think for near term I just want more units? Tell me if I'm wrong. I also have hopes of going organized religion in the somewhat near term which would obviously be better to build barracks then. Tech path is currently Fishing > Pottery > Poly > AH > Writing . Want masonry for walls but that timing will depend on SD power graph, but having to get it anyways does open up Hanging Gardens. Not a wonder I had on my board coming into this game, but we have stone and a ton of forests to chop at #5, plus there aren't a ton of unique health resources, I am philosophic, and great engineer pts are rare. After writing I could go masonry or Mono and then the other, > math > currency; try to time 2-3 settlers for finishing right after currency and right before hanging gardens gets done. A lovely plan if I didn't have SD as a neighbor. All those techs except mono are necessary techs and mono will pay for itself anyways. There is also the chance I don't get Poly and have to go to Mono after as turn 59 is late? for a first tier religion.
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So, of more importance than axe or barracks and SD is barbs - as 3rd cities go down, barbs start being a major pain in the ass.
What are we doing about barb busting? What is our military?
I suspect we should make units - a few warriors for busting and then axes. A rax is nice, but we do need to make granaries, as well.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 7,001
Threads: 44
Joined: Nov 2019
International news El Grillo razed a city off of Amicola.... I knew they were at war from log in times, but I assumed Amicola was pressuring El Grillo not the other way around. I don't think i've actually said this, but obviously all the financial leaders and GKC are who I'm looking at to win this game. El Grillo has the best financial leader (other than maybe me) so this is not a good thing that he may have extra room and less pressure.
I have 2 axes atm and a scout I guess. I lost 2 warriors and a scout. Because the copper is instantly hooked I actually can't build warriors.
I think I'm sold on not building barracks for a sec, the barbs can be my barracks !!! I am not delaying granaries; they will go into the que the turn I research pottery. That building gets a pass as well as at least the library in my capital. I probably will not barb bust for a bit, as I don't have the units to do it and I really need some shock axes.
May 21st, 2020, 23:19
(This post was last modified: May 24th, 2020, 05:59 by Mjmd.)
Posts: 7,001
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With the delay in the game I actually came up with a much better plan that sacrifices some military for more tech and an extra settler. It was hell to get a settler out of Leap Frog and not sacrifice too much on poly timing. Basic realization was that I could work lake with Leap Frog if you don't want to read all the junk.
TLDR: 2 settlers turn 60; Poly 62 (can go Mono if don't get as organized is goal anyways)
Edit: For sub keep scout so it ends turn in forest or on a hill; dart inland and back to reveal as much as possible while making sure to keep at least 1 tile revealed along coast.
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3 settlers in 20 turns isn't bad at all. My only worry from that will be barbs, but that should be ok.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 5,323
Threads: 22
Joined: Feb 2012
Played turn 44 and 45. Pottery in 5.
I noted that you are way ahead of SD in power, for what it's worth.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 7,001
Threads: 44
Joined: Nov 2019
Those 3 axes are our lonly units for a long time. I think I'm hitting 5 cities before 4th unit if things go to plan so turn 60 something. Between settlers and granaries just no room for more. There will be some in queue if needed to emergency whip though.
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