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[SPOILERS] SevenSpirits and The Black Sword - Baguettes and Circuses

Quote:Got some religion.

jive
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Looks like Yuri used the corrected save. Found some fish:
[Image: ZcrJbRZ.jpg]

Nothing seems too urgent to research, so I saved gold on Writing. I thought we had 2b overflow and along with the free beaker that would go to 4 with the pre-req bonus. I guess they both get applied separately? I healed the warrior in the south, didn't see the point in risking him for further exploration. Need to come up with a plan next turn obviously. I think we can build a WB while growing to 8 and settle south, that's one option.

Demos:
[Image: pL3yktW.jpg]
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Yeah, unfortunately the overflow and the new beaker production each get multiplied by 1.4 and rounded down, and only then added together.

Will have to think about where we want to settle the next city. I don't think we need a strat resource yet, so the southern seafood spot with WB assist from capital, and the northwestern reach spot with the gems, hold the most appeal to me. The southern city is weak but fairly cheap to start, while the northwestern city is strong but takes a lot of worker support.
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One other option is settle on the copper and build a mine for it. 7hpt from the start isn't bad, and can quickly build a monument + granary and then grow on the wheat.

Other than this or a seafood city (which sadly won't have much production or any forests), we don't really have the worker turns and military defense to get another city soon.

For the horse city I think we will want a WB from B.
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The west remains pretty bare. I didn't move anything else yet btw.
[Image: zb5Y8aE.jpg]

I think I lean toward the copper spot next. I can see an argument for 1SE of the wheat too, but I think that dotmap is slightly awkward and delays the copper a bit.

The seafood city is the other option as you say. The copper city seems of similar quality to me though, it gives us copper and the seafood city requires us to divert the warrior in the East over there to cover it, since our capital needs to build the WB.

I could get on board with one of the other options but I think the copper edges it.

I'd be thinking of growing to 8 on 2 warriors and using 2 workers to get the roads and mine in place, then transition those 2 workers north towards the gems/sheep next. I think we'd be a worker turn behind on getting the road to connect the city built. We'd have the option to use the worker overflowed from the capital to fix that, but it'd probably cost us another worker turn for him to move somewhere useful.

For tech, I'm not sure. I think we might be able to manage a run to Maths before settling a fishing city, in which case we might as well grab Writing now in case we want to put hammers into a Lib in the capital. That would mean we couldn't get to Sailing and a galley for an island city until city ~6, which doesn't sound too bad. I'm not sure when to pick up OR, but Maths feels like a better goal for the moment.
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t31

OK, finished out the turn, planning for the copper city.

* Grew the capital this turn because I think 2f 2h (from grass forest + an extra grass forest next turn since we speed up growth) clearly beats out 4h 1c from the plains hill mine.

* Chopped the forest for the granary in Bombix as planned. Next turn we can have one of the workers improve the sheep and the other team up with the dyes worker to put 2t into a cottage SE of the Asterix before moving to road + mine for city 3.

* There's no pressing need to finish the road on the wheat as I had thought at one point, because the wheat is already connected through water that's in our culture.

* Standing ground against a lion in the east, because I want to explore that little spit.




* Running away from a lion in the south, because our warrior is weak.


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t32

The warrior survives the lion attack.



Running away leads us to vision of Dreylin. Presumably that's capital third ring.







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Dreylin's Cre, so couldn't it just as easily be a second city with popped borders?

Thinking a bit about our mid term strategy.

We want Maths and Sailing reasonably quickly. After that tech doesn't look that great.

Aes -> Lit - no marble.
Calendar - no marble, good happy cap already.
Currency - needs a few more cities to be worth it
CoL - maintenance isn't high enough yet
MC - seems too early for forges, Colossus isn't good enough to rush
IW -> Compass - wharves, need some more fishing cities.
Monarchy - We already have a good happy cap

HBR/Construction etc - hopefully unneccessary

We also have OR, but I'm not really sure that's worth the revolt turns. What buildings are we going to be doing early? Granary(8h), maybe a LH(8h), the odd library. But if tech isn't good we'll want to expand, lowering our slider and weakening a Lib build. We probably don't need the extra happy either. On the other hand, expanding borders early with missionaries is really powerful, and having the religion already spread for later is nice.

Our default plan seems to have been get up to Maths and then push expansion for a bit which sounds good. I'm thinking maybe we go Currency next as we up our city numbers and then save gold for a while, possibly while getting an Academy up. Then push on through CoL -> CS. We can revolt into Bureau/OR, possibly using a GA to save the anarchy turns. We have a very nice capital, so that should be good and at that stage I imagine maintenance will be high enough that Courthouses will be good builds. In general I expect us to have some better buildings to go through the OR multiplier at that stage.

Another idea is to slip in a meditation and a monastery build after Maths. 40h upfront is a bit expensive but the border popping would be nice.
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Also;

I'm now liking the idea of using the next worker overflowed from the capital on the projects on the West side of the river. A turn into the mine and at least a turn into a road to the sheep/gems as well. This allows us to road the hill for that site and speed the city up a turn. If the other two workers don't have any help, then they've got 2 idle worker turns that I don't see anything good to do with, and the city is delayed a turn. We can move the worker onto one of the capital's forests and cottage-chop it afterward as Math comes in, so it won't be as awkward as I thought getting him out of there.

After the worker by Bombix has finished the pasture, do we waste a turn moving over to the river side grass to cottage? Seems like the best thing to me.
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(December 18th, 2014, 13:53)The Black Sword Wrote: Dreylin's Cre, so couldn't it just as easily be a second city with popped borders?

I guess that's possible. The shade of light blue in the zoomed out culture view looked to me more like the inner tile had a lot of culture on it, which would indicate at least that borders had been popped for a while. By comparison, you can see with our own culture that the outer ring of both cities is about the same shade as the next-inner ring, since the border pops in both are quite recent. With creative being only 1cpt, I think it's really unlikely that Dreylin planted his second city early enough that the shade difference is big. But, I'm honestly not sure how the shades are determined anyway.

I pretty much agree with your strategy thoughts. I do think a monastery to build a few missionaries pre-golden-age sounds good.

I'm haven't simmed this far so I don't know exactly what you're thinking with the workers and the timing of city 4, but what you're saying about that seems reasonable. For the worker near bombix, I do think it would be good to finish the shared cottage SE of asterix. Had you planned to do that with one of the two workers currently there? If not, one possibility is roading the sheep and then doing that, and only then heading down to the grass cottage.
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