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Nothing is going to change the fact 1S is significantly slower, since connecting the cities costs early chops, and everything else snowballs. I originally thought I could leverage the extra happy to be more aggressive with the whip (e.g. faster Granary and lots of triple whipped Settlers at Thebes) but it just doesn't work out. At least, I haven't found a way to make it work out .
Darrell
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well, assuming 1 turn growth, 1 turn to build the settler and 1 turn to finish the settler, that's 5 turns spent wearing down the whip clock that only lasts 6 turns anyway. And unless you want to spend the turn building the settler at size 3 overflowing the hammers into the settler there isn't an awful lot that is worth building while growing. Probably the library is the only thing tbh.
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OTOH, things might just have changed a little...
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Well on turn, nothing at all changed. Scouting Warrior didn't reveal any new tiles, much less find a resource.
Demographics unchanged.
Score unchanged. Most boring turn yet .
Darrell
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Krill Wrote:well, assuming 1 turn growth, 1 turn to build the settler and 1 turn to finish the settler, that's 5 turns spent wearing down the whip clock that only lasts 6 turns anyway. And unless you want to spend the turn building the settler at size 3 overflowing the hammers into the settler there isn't an awful lot that is worth building while growing. Probably the library is the only thing tbh.
I was putting the overflow and the one extra turn into a worker I think. At size 3 (FP cottage), workers were a 2-3 turn build with overflow.
Since you grew from 4-->5 in one turn, I was whipping between 5-->3 instead of 4-->2 so that I could always work a cottage. I figured it meant delaying everything by one turn to get 20+ extra turns on a cottage. Am I wrong in thinking that is a good play? With the gems mined, I think you even regrew from 5--->6 in one turn, so could theoretically always work two extra cottages for 20+ turns in exchange for delaying all the whip builds by two turns initially (and thus down the line etc.). These are the kind of mechanics decisions I am interesting in getting your insight on throughout the game.
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It's neither good nor bad in an absolute sense, it's only good or bad relative to your needs and strategic plans. TBH, it's probably a good thing (Edit: here, for us, with our aims, in this game with these settings...etc etc), combined with that gems for easy happiness.
Oh wait, I might be jumping the gun there...
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Okay, so another boring turn no doubt. First, the Warrior moves and finds:
Oooh yummy. Okay I think 1S is definitely out. And look, we might have a larger continent than I thought. Its probably just another jungly island, but it could be a narrow isthmus connected to more land. Anything happening on the home front?
. Okay, its not that bad. It is quite possible one Worker turn now is worth more than 20H later, though. Anyway, we can have some more fun with micro at least . Now, what have we here?
4 points. That almost has to be a population point. And, sure enough:
Being Sury of India has its (turn) advantages, no doubt. Despite starting after me he's already hit size two and is at 10 food. I would think that is City/Corn/grassland forest, but then who has a 5 production? That would require city on a plains hill + plains hill forest. Which is not possible if the starts are the same .
Darrell
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Darrell, don't take this the wrong way, but...you kinda suck at C&D.
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Quote:Krill: how many points did StM have?
Darrell: 37
wtf
Krill: novicewasn't the one to grow
Darrell: it was shoot that got the pop
yeah
of coures
he was CRE
he didn't move to start with
Darrell
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The sad thing is if I hadn't bothered color coding I could have avoided having my mistake pointed out in such a demeaning fashion.
Darrell
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