July 30th, 2014, 18:31
(This post was last modified: July 30th, 2014, 18:32 by GermanJoey.)
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Right on. I'm fairly busy next week myself, with the wedding coming up, so I'll try to do as much heavy-lifting as I can with these sims now.
And yeah, monument chopped out ASAP in Uppsala and workboat timed so that it comes out a turn before borders pop. It actually works out pretty OK, despite the awkwardness of the second city needing a border pop. The site is very strong, its basically like we have a second capital.
I can test the 1S spot tonight I think; I'm first going to verify the writeup for the above setup, that I wrote out at work today. The first half-dozen turns will be the same either way I think. The silver will come online quite a bit faster at the 1S position; I think it will be closer to 10T than 15T though. The 1S position would be able to whip between sizes 4 and 3, instead of 5 and 4 where it is now. (The capital would be between 5 and 3). The 1S position makes a 4th city on the PH right between the cows and wet wheat a fairly obvious target I think.
July 31st, 2014, 04:03
(This post was last modified: August 9th, 2014, 13:29 by GermanJoey.)
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Micro up to T50:
T32: Move B 1S->1SW onto plains hill. A begins chop. Switch research to Mysticism.
T33: B Mines
T34: B Mines, then cancels actions. Settler Moves 1W-> 1SW. Chop is in; queue set to worker.
T35: B moves 1S->1SW, settler moves 1SW. A moves 1SE->1E onto forest.
T36: B moves 1W, settler 1SW. A chops.
T37: Uppsala founded, B starts camp. C moves 1S. Revolt into slavery. Captial queue set to settler.
T38: Slider set to 20%; chop is in. C mines. Uppsala's production set to WB.
T39: Mysticism in. Slider set to 100%, back to The Wheel. Mine is finished. A moves 2W. Uppsala's queue set to Monument using the deer.
T40: Wheel in. Research set to Pottery. A moves 1S and roads. C moves 1NW and roads. Camp is done.
T41: B moves 1N. C moves 2SW onto the same tile as B. A moves 1SW and roads.
T42: B roads. C roads. A roads.
T43: A chops. B chops. C chops. Chop done. Settler moves 1W->1SW->1SW->1NW onto the Silver. Production in capital set back to WB. (7 hammers lost to decay!)
T44: Monument done. Production set back to WB. A moves 1SW->1W, onto forested grassland hill. B moves 1NE->1NW->1W onto grassland forest hill, C moves 1NW onto the silver. Settler moves 1NW.
T45: A chops. B Pasures horse. C roads. Settler moves 1NW and plants Haithabu. Production set to warrior.
T46: Pottery in; research set to Agriculture. Production set to Granary in Uppsala. Production switched to Granary in Haithabu. WB finished in capital; production set to Worker.
T47: A's chop is done. C moves 1NW onto plains forest.
T48: Agriculture done. Research set to something else, maybe Sailing, maybe Writing, maybe Masonry, I don't know. A moves 1E -> 1NE and mines. C roads. Uppsala whips, will need "delay growth" in 2 turns, for 1 turn. C roads.
T49: A chops. C roads. Capital could whip here: overflow into a chariot or a granary, depending on if we need either. (A granary could be juggled with another worker to complete with another chop before food goes above half-full)
I tried 1S of the silver: that results in the silver getting mined T47, hooked T49. Could be sped to T46 at the cost of delaying the horses. So, we'd get 11*5 extra commerce in Uppsala if we don't whip the Granary in ASAP, or 7*5 extra if we still do. Don't think its worth it, we'd have a much, much stronger city 2S the build a bit.
I also tried out how finishing the WB with A's chop on T34 works out, to prevent the WB decay, and it delays the 3rd worker and 2nd settler by 2 turns a piece. Don't think that's worth it either; ultimately, the WB finishes in the 3T we use to grow to size 4 anyways, and so the decayed hammers don't really matter.
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August 1st, 2014, 23:06
(This post was last modified: August 1st, 2014, 23:07 by Lord Parkin.)
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Nice work on the simming. Looks pretty good.
Let's hope the Scout's lucky. Always a bit risky moving the first Settler out without an escort.
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If our scout loses (extremely unlikely, as he's getting a +95% defensive bonus), how would you feel about settling right where the settler now stands?
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August 2nd, 2014, 17:38
(This post was last modified: August 2nd, 2014, 17:39 by Lord Parkin.)
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Oh well, I'd far rather 2 hp than dead.
August 2nd, 2014, 17:58
(This post was last modified: August 2nd, 2014, 17:58 by GermanJoey.)
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(August 2nd, 2014, 17:38)Lord Parkin Wrote: Oh well, I'd far rather 2 hp than dead. ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Definitely, definitely! Note that we had 96 hp before I spent the upgrade on Woodsman I - the two hp we had remaining are the 2 hp the promotion healed for.
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City settled - any ideas for a name? What do you think about the RMS Lusitania?
Revolted into slavery, started work on the camp, and started healing the scout (now Woody II!), who will be at full health in 3 turns.
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Sounds fine for the name. I was also considering SS Mont-Blanc.
Excellent news on Woody II, always handy to have for a Scout.
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