Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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Gaspar and Lewwyn listen to backseat drivers Brick and Noble

T40 and our new city have arrived.

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I've already gone over my miss. Chamberlain has finished the pasture and I've elected to work the sheep over the deer to get an extra 2 food in the box. I think we want to grow to 4 and whip overflow into a granary. At size 4 we can put 17 hammers into a settler. We are at 23 so that will get us to 40 perfectly in 1 turn at size 4. We then put one more turn into the settler before we whip and that will basically be 17(EXP bonus) hammers into the granary. So we really want to finish pottery in 4t if we can. I think we finish fishing this turn, then 1t saving gold then back to full spending... I think we can get it in time.

Ragga will finish a warrior next turn and then I guess we start another warrior that we will allow to upgrade with copper into a spear. Unless you guys think we should go WB and explore...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Ok GKC you're off the... well no you're still on the hook because Superdeath is freaking right on our border with horses towards us. But at least our horses have some food:

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It's still not great and not a city I'd settle early if I had a choice, but we'll probably have to go there city 5 or 6 after we set the border with SD with the pigs.

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Northeast is a peninsula, so we run out of room there.

Demos:

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We suck. AT least we're second in land area. Everything else though is reaaaaally bad.

Pottery in 7t I'll finesse the settler out the turn before pottery comes in so we can overflow direct into the granary exactly in 7t. Luckily SD does not have copper yet nor horse yet so we should be able to muscle into the spot we want with just 2 warriors.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Interesting situation...

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That's commodore's scout in the NW there. That's Ami's warrior and Ami's 2nd or 3rd city with improved sheep. We have a large inland sea here apparently. Given Ami's placement I would say he is more our neighbor than SD's and man... what does that mean for SD's neighbors? does he even really have any? how big is his land? I'm feeling claustrophobic already most of our land is low on food high on plains. I just hope its similar for others, but given the demos:

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Well it's not a great outlook.

I'm fogbusting SE with warrior and we have the horse warrior and the new cap warrior to help guard our roading worker and soon to be next settler.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Amica's third city is way too recent for that sheep to be improved. It was planted after our third city and we haven't pastured our cow yet. It must be his second city.
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I think we better move shitty copper city up the requirement rankings a bit. Don't want Amicalola to have that direct a path to our capital.
I've got some dirt on my shoulder, can you brush it off for me?
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There's an outside chance that city is Amica's capital and not his second city. Some players may have gotten coastal capitals, and we have sheep at our capital. We also know that Amica researched AH very early. It would be nine tiles from our capital, which is sadly not out of character with SD's capital being ten tiles away.
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T43:

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So we need to think about the dotmaps a bit. Ami's warrior is coming in so we'll move the NE warrior back. I see fish and more island stuff in the east with the warrior. Maybe we need to send him further up the silk peninsula.

I put in some city possibilities in the NE and NW. The 2 red dots might be good as a fitting blocker while also grabbing the fish(which looks like it should be for that island). Yes we need to scope out the north coast a bit more, but if we block with the bottom red site then its unlikely Ami will go for the north side right there.

Worker S of cap finished the first road and I think I want to have it go 1N and finish that other road before going to road the pigs. That gives the warriors a chance to catch up and cover.

One worker has moved to the copper.

Pottery in 5t

Demos:
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“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Amica has a monument in his city and borders will pop approximately t46. I expect they will go for Stonehenge at some point after connecting the stone.

We only need one worker to mine the copper to have it ready in time for the new citizen, so we could save worker turns and transition the other worker back south if we are not in a hurry to connect copper. And I don't think we are. We need at least two improvements in the Cumber/Ragga area.

SD teched Mysticism eot41/t42. Amica teched Pottery eot40/t41. Amica is doing quite well I think.
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Yes I agree Ami is doing well.

I played turn 44 and 45. I sent one worker to mine the cap PH and the other is taking care of copper. Chamberlain continues roading.

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Let's talk scouting. Scout has found Ami's copper. Ami has a warrior fortified on the copper. We'll see if he wants to make an enemy. Silk coast is fine, I'm moving that warrior back and south towards our SD forward cities.

My plan. Ragga swaps to granary before warrior completes. Grow to 3, start settler, 13fhpt with the deer and ivory and corn 4t gives us 52H + chop is 72, 1 pop whip. So settler out of Ragga in 8turns.

Cap whips settler t47 overflow should complete the granary in 1t. I think we either settle between the pig and the marble or we go straight for the clam sheep. Chamberlain can road that hill just before the settler moves and can get the settler from the cap to the forward sheep site in 2t. The other option is settling the pig marble and growing to 2 on an axe and then whipping the axe at 2 and then using it to defend either the sheep or the rice/gold plant. I want all 3 sites. It's the best land most readily available to us.

SD is at 2 cities. He hasn't settled copper or horses. We have 3 warriors in the area right now. we can get the warrior in Ragga to upgrade to a spear and grow on an axe in the cap. I think the cap should grow to 4 again and we whip it for the 3rd settler of the bunch.

Demos:

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We did it guys we're #1 in food and gnp at the beginning of this turn.

Pottery is finishing a turn early since we grew onto the ivory again. We want Myst next? or maybe archery so we can make cheap defensive units? I do not want to attack SD. If we can claim these 3 cities and defend them we will have accomplished a great deal.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Mysticism next. Problem with archers is that they don't cover workers. They're better a bit later when you just want a general unit to stuff in the city in addition to your axe/spear pairs that cover workers. We'll want a monument in the forward city to claim marble and for defense.
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