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Micro Thread




I took a look at Ramune. We need its plains hill mined ASAP, both for the yield and to reach a multiple of 4 base hammers. My bad for not moving a worker up there earlier. We should double whip the forge on T132, overflowing into Paya. We can finish it easily EOT138. If we get both hills mined, we might be able to squeeze it out EOT137, but I'll need to check that in the sandbox. That would be nice in case we want to do three revolts during the next GA.
If you know what I mean.
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Eh. Looking at the map, our workers are really out of position for improving Ramune, and they need to start thinking about the Taj chops. Let's just aim for Paya EOT138 and we can probably make it work with the current tile improvements.
If you know what I mean.
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After the forge, it can work an engineer for 25 base hammers. I think that's good enough.
If you know what I mean.
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Good plan for Ramune's plains hill, Plako.

Unrelated: I think we want a fourth filler city in the south, eventually.




N-N-NW of OTR. It's not really so cramped, considering that OTR has no interest in those land tiles.
If you know what I mean.
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I logged in and took a look. Configured the capital to complete its forge in 1, and HN to complete its market in 1, both after the OR bonus is applied. Also remember to switch Salty Dog to a missionary after switching to OR. It will put 8 hammers into it. Mai-Tai will finish its library aided by the OR bonus, and should also switch to a missionary and put 8 hammers into it on the turn after next.

We should also let Ramune work the shared grass hill mine, and let Deerslayer work a forested hill instead. (I made this change.) There is actually plenty of slack for Deerslayer on its Taj build, because the micro plan assumed we wouldn't have the OR bonus until T134.

In terms of worker micro, T133 is the turn where one worker needs to move onto the forested hill, and the turn that we must get ready to chop the other two unroaded forests by positioning workers next to them. The forest 2S of Deerslayer may be hard to get to; remember that you can pre-cottage or pre-mine one of the roaded forests if you need a pit stop. On T135, two chops should be completed into Mai-Tai for failgold. Those two workers can then chop the two roaded forests for Deerslayer on T136. We should probably move one of the workers near WR north after he's done farming; we may need him to complete the failgold chops in Mai-Tai on top of everything else.
If you know what I mean.
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Sounds good. I'll move 1 of the workers farming south near WR towards north next turn.
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Playing the turn now. Couple of notes.
* Salty Dog does not have Hindu so can't whip it for missionary. I did set Bitter to Missionary (8 hammers). We could 2 pop whip it towards Taj next turn. After that giving Corn to grow it would be in order (city to be settled could work some of the cottages while building Granary).
* settled the Scientist
* Whipped Froge in Ramune (overflowing to Paya)

Next turn i.e. T133 (Deerslayer surroundings):
* 1 of the workers moves to forested hill
* 2 workers are positioned so that they can reach both of the non-roaded forests and start chopping
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We need also Oxford plan. It might be be we need to delay it a bit to get some catapults. Nevertheless I started University in capital. Other cities are better suited for catapult building.
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I thought we had a missionary bound for Salty Dog. Bit of a shame to whip Bitter again, but I guess we should do it anyway for the failgold. HN can do without the corn for a while, in keeping with the philosophy of giving more food to the smaller cities, where it matters more.
If you know what I mean.
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Bitter is ok. Getting neighboring city to work its tiles and it has just 2 turns of whip anger at the moment.
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