Hmm.. do we need to consider the location of our 2nd city again (1 north in order to get ocean fish in BFC?)? I'm probably leaning towards not changing it, because we would lose our trade route to capital, ability to share cottages and it would stretch us even further (and destroy my micro plan ). There is an absolutely beautiful Moai site there (2x fish, 2x lake, 10x coast) but whoever is located on the other side of that water might disagree with us.
Cross your fingers for Agri, Wheel, Fishing or AH next turn...
I think the trade route would still exist, but the cottage-sharing (and micro-plan) is probably more important than 2nd ring fish. That said I imagine we'd want an early library in the second city so the 2nd ring fish isn't all that far away...
Actually it doesn't disrupt the micro plan too much either - just need one more road and we get an extra forest. So its just the cottages and the overstretched core to worry about. My gut says stick with our current plan but happy to move if you want to.
Damn it. You are absolutely correct with early-ish Library in 2nd city, and I like the idea that the city has a 3rd food resource so that our 4th city can use that corn much more freely and that the "moai" city has already improved fish and pigs tiles to choose from. Damn it. That would be a beautiful fast start for our 5th-7th city.
(April 14th, 2014, 10:57)Old Harry Wrote: I think the trade route would still exist,
Unfortunately I have tested it (earlier and again 15 mins ago :P) and we won't get trade routes in this case because of that one row between our capital and 2nd city. And this lost trade route commerce is actually the main problem here. Agriculture will come in 1 turn later, which delays farming the corn and (our 4th worker by one turn etc.) if we go Agri first our workers will have useless turns, because we don't have Wheel and that also screws up settling our 3rd city (we can still manage to build a road there, but the corn will be improved 1 turn later). Pottery and AH will be 1/2 turns later too, which causes minor problems but I guess we could manage with that.
Damn it. I could actually live without cottage-sharing and be ready to gamble with a 2nd city that is a bit too far away. The price of extra forest, hooking up an extra food resource and a more flexible dot-map is really luring me, but due to our Mysticism start and not popping any useful techs that lost commerce will lead to a slower start. And little extra speed during turns 40-50 probably wins the comparison against a little more extra speed during turns 60-80 (no chance to really sim far enough to compare..).
Damn it. Let's just pop Agri or Wheel next turn, okay? (switching to Agri now does not make too much sense, it will already be that much late that we want to improve cows first in any case and if we prioritize getting the farm ready a turn sooner we will still have couple of turns to switch it.
Retep where were you! I totally suck at popping huts!
Oh well, at least we don't need to redo all the micro. It would have been terrible to pop Agriculture or Wheel.. And yay, one more fish that we could theoretically get.
Aaanyways, Woodsman II for our Scout? Maybe we can make a Woodsman medic out of him some day and it saves us one scouting turn..
Meanwhile at home:
Chop finishes our 2nd worker. Here is the summary of next turns for interested:
T28: We finish our 1st warrior
T29: We put overflow into settler
T30: We start a new warrior
T31: We finish settler with 2 chops (yay for IMP and 32 hammer chops)
T32: Revolt into Slavery
EDIT: Oh, and we are at size 3. Those resource icons...
Woody II sounds good, but unfortunately scouts can't take WIII for the super medic thingy and in fact WII makes it harder for him to be a super medic, so he'll just meet people faster and die less when attacked. Probably still worth it though.