T20 likes copper when it's close to home
Or maybe I don't because, you know, spears and Keshiks. So I'll get right to the most interesting moment of the turn:
After several turns of boringness of southern scouting, we hit the jackpot here. We find pigs, copper, deer, and fish. The deer being jungled is disappointing (and slightly humorous), but assuming it's the same as forest I can still camp the Deer, I'll just suffer -1F until I clear the jungle at IW. Most interesting part about this picture (IMO) is that... the copper is pre-mined! This is exciting to me because it makes me more optimistic about the Horse being pre-pastured. Unfortunately there's also this voice in the back of my head that is yelling "yeah that's part of the nasty trick!" and the Dazed will likely agree with that voice . But still! I'm allowed to briefly get excited here whether you like it or not. ANYWAYS. So I do want to figure out how I'm going to place a city that steals the town. So I zoomed way in and attempted some fog-gazing.
Left a couple signs for myself. The lower sign points out what seems fairly obvious - - there's a land tile 1W of that sign (appears to be a plains hill) so I can definitely settle a good town-stealing city. There also must be water 1N of the sign because there's clearly no connection to the island. 2N of the sign is obviously land, so just a couple itles are in question here. First, 1NW of the sign? Also appears to be land, but I'm not certain. More importantly though, the sign up top noting the possibility of a land connection up there. That could change things dramatically... However, It appears to be a water tile 1S of that tile. I'll find out soon enough, but the copper city could depend on these tiles here. Ok, enough on that - that was completely unnecessary. The scout defogged more of orange dot in a roundabout kinda way:
So orange dot also gets a floodplains (yay) and a workshopped desert hill (yawn). Either way, that's some really nice land NE of orange dot so I'll need to make sure to lock that stuff down. Finally, my cities:
I was 22h away from finishing a settler and produced 39h. My warrior already experienced 1h of decay (6 -> 5), but I need to dump that overflow into a worker or something so I'll live with another hammer of decay. Pathetic overflow question because I rarely pay attention to these things: so how do multipliers work here? I'm producing 17h of overflow, and if I dump it into a worker that's 17 (overflow) + 10h (base prod) => 27 * 1.25 => 33.75h => 33h + 5h(food) => 38h into a worker... Right? And it'd be 45h if I overflowed into a settler.
Reason I'm checking is it seems odd to me that the overflow number gets to be "distorted" by +50% settler bonus and then get multipled again on the new build.
Anyways, Simple Math:
This worked out differently than my sim because in my sim I roaded the grass hill completely before chopping. This works out fine though because I'm better able to get to the next city and get that going. Demos:
Obviously I'm the only one working tons of hammer tiles while building an EXP worker and an IMP settler. Most important though? #1 LIFE EXPECTANCY. Also LOL at my GNP. Researching is for noobs.
Or maybe I don't because, you know, spears and Keshiks. So I'll get right to the most interesting moment of the turn:
After several turns of boringness of southern scouting, we hit the jackpot here. We find pigs, copper, deer, and fish. The deer being jungled is disappointing (and slightly humorous), but assuming it's the same as forest I can still camp the Deer, I'll just suffer -1F until I clear the jungle at IW. Most interesting part about this picture (IMO) is that... the copper is pre-mined! This is exciting to me because it makes me more optimistic about the Horse being pre-pastured. Unfortunately there's also this voice in the back of my head that is yelling "yeah that's part of the nasty trick!" and the Dazed will likely agree with that voice . But still! I'm allowed to briefly get excited here whether you like it or not. ANYWAYS. So I do want to figure out how I'm going to place a city that steals the town. So I zoomed way in and attempted some fog-gazing.
Left a couple signs for myself. The lower sign points out what seems fairly obvious - - there's a land tile 1W of that sign (appears to be a plains hill) so I can definitely settle a good town-stealing city. There also must be water 1N of the sign because there's clearly no connection to the island. 2N of the sign is obviously land, so just a couple itles are in question here. First, 1NW of the sign? Also appears to be land, but I'm not certain. More importantly though, the sign up top noting the possibility of a land connection up there. That could change things dramatically... However, It appears to be a water tile 1S of that tile. I'll find out soon enough, but the copper city could depend on these tiles here. Ok, enough on that - that was completely unnecessary. The scout defogged more of orange dot in a roundabout kinda way:
So orange dot also gets a floodplains (yay) and a workshopped desert hill (yawn). Either way, that's some really nice land NE of orange dot so I'll need to make sure to lock that stuff down. Finally, my cities:
I was 22h away from finishing a settler and produced 39h. My warrior already experienced 1h of decay (6 -> 5), but I need to dump that overflow into a worker or something so I'll live with another hammer of decay. Pathetic overflow question because I rarely pay attention to these things: so how do multipliers work here? I'm producing 17h of overflow, and if I dump it into a worker that's 17 (overflow) + 10h (base prod) => 27 * 1.25 => 33.75h => 33h + 5h(food) => 38h into a worker... Right? And it'd be 45h if I overflowed into a settler.
Reason I'm checking is it seems odd to me that the overflow number gets to be "distorted" by +50% settler bonus and then get multipled again on the new build.
Anyways, Simple Math:
This worked out differently than my sim because in my sim I roaded the grass hill completely before chopping. This works out fine though because I'm better able to get to the next city and get that going. Demos:
Obviously I'm the only one working tons of hammer tiles while building an EXP worker and an IMP settler. Most important though? #1 LIFE EXPECTANCY. Also LOL at my GNP. Researching is for noobs.