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[59] Miguelito and Rusten move stacks to berimbau rythms

Sounds safe enough.
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The next question is, do we dare to found the third city with just 2 warriors (one of them finished t41) and the scout on hand? In that case we can go settler->granary->workboat (prebuilt during growth) on consecutive turns 43-45.
It feels very thin, but we can whip warriors if there is an urgency, so?
Elkad has no slavery adopted yet btw.
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I'm not worried about the warrior number, that sounds good. Having access to copper is what matters, not even having the axes built. And our 3rd city is completely safe from barbarians once our scout is in place. The remaining 2 warriors can join up with the settler for city #4, which I presume comes not long after city #3.
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settler is whipped, barbs are being busted.

Elkad revolted, we'll see his graphs next turn. Is it possible for him to have a settler already (t30), to revolt while moving? Unlikely, I would think.
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City #2 down. Also nicely finishing fishing on the beaker, and the WB meanwhile also just with no OF.
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Nice. I might be able to run some longer sims again this weekend, now that we've almost caught up with the spreadsheet.
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That would be very nice.
fwiw we have 11 more turns on the spreadsheet still, which should take like 9-10 days. I don't think I'll keep the sheet updated with 3 cities, so sandbox from then on. Gotta update that.
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bear alert, again:


I retreated from the hill E of stone, but actually the scout should still spawnbust all the northern tiles, as the rule is no spawns in a 2 tile radius around any unit, right?
Of course would prefer to return soon, in order to spawnbust more and have vision on possible Elkad units crossing.

Which forest do we prefer for the second chop? It comes down to whether we'll want another mine at the capital soon, or rather another riverside cottage besides the 2 available already. Or we just chop both, the latter for the granary in the new city (I fear we will not manage size 1, as it will grow fast and we don't have a worker who could start chopping before founding. Size 2 granry is easily possible, although the question is if it is worth to spend the turns on a chop, when the city does not have as many great tiles anyways.
What do you see as a plan for this city? I can see it getting 1 or 2 more mines and providing military, then grow on Fin coast after sailing. I don't think the cap will want to give up the wheat often, so overall not that great of a city, but hopefully useful to get rolling.

Elkad built his second city this turn or the one before (I have to admit that I didn't pay close attention shhh ). With Cre he actually already had the copper in his borders. But he hasn't built an axe so we should be safe.
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Quote:I retreated from the hill E of stone, but actually the scout should still spawnbust all the northern tiles, as the rule is no spawns in a 2 tile radius around any unit, right?

Correct.

Quote:Which forest do we prefer for the second chop? It comes down to whether we'll want another mine at the capital soon, or rather another riverside cottage besides the 2 available already. Or we just chop both, the latter for the granary in the new city (I fear we will not manage size 1, as it will grow fast and we don't have a worker who could start chopping before founding.

Yes, we do both forests I think.

I think it's a fine city. Good contender for Moai. All of the water is coastal for extra commerce and it has copper+grass mines to build quickly. For me it's our Moai hybrid city. It's "only" 9 water tiles, but they're all coastal and we have stone to speed up the wonder, so an earlyish Moai is good. I say hybrid because with Fin it's going to produce enough commerce to warrant building (basic) commerce multipliers in it even without cottages.
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I like that early Moai hybrid. Early better than max potential maybe.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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