August 10th, 2014, 07:22
(This post was last modified: August 10th, 2014, 07:23 by Lord Parkin.)
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Followed instructions here except had Worker A mine in place so as not to lose a turn later from moving off the hill. Border expansion isn't for 6 turns yet, so no reason to rush to be near the Silver.
Turn 47
Barb Warrior pops up to the north. Considered the options and decided to wait and see if he moves away before rushing to build military in the capital.
Turn 48
Barb Warrior moved away. Should still consider military units in our cities soon, looking pretty vulnerable there.
Work Boat explores to the SE since our Scout is in the NE.
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I agree about military - as soon as the horses are connected, I'd like a couple of chariots out as soon as reasonably possible.
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Turn 49
Research down to 0% again since we don't need Agriculture too urgently.
Turn 50
Back to 100%. The barbarian Warrior to the north reappears, along with another one further north. Started a Chariot in the capital. Moved the new worker to chop a forest at RMS Lusitania.
Exploration continues to the SE.
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Mmm, the SE is looking pretty juicy with all that food around!
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Lots of good resources all over. Not a bad place to be right now!
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Turn 51
Hmm, so I was sure I had some pictures from this turn, but apparently not.
Spotted a barbarian Warrior north of SS Mont-Blanc, so switched to an emergency Chariot there and started chopping a forest.
Wasn't sure what to research next - both Buddhism and Hinduism are gone. Tentatively set our tech to Sailing and went to 0%.
Turn 52
Barteq got Stonehenge.
Turns out the barbarian headed away, but will finish up the Chariot anyway - as well as the one in the capital.
Exploration continues in the southeast.
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Looks good. Better safe than sorry when it comes to Emperor barbs - that second chariot will see a lot of use I'm sure.
Speaking of Sailing, which is probably worth getting on its own just to ease the load on our workers a bit as well as start on Moai - how do you feel about early wonders? Specifically, GLH vs Pyramids? I think we should gear up to get one of the two very soon. We can even "get started" before we hook up the stone resource by developing a big overflow cascade somewhere, something Cha/Ind can do that other Ind leaders really can't in the very early game. E.g. build up a Chariot, Worker, and Settler to almost finished, and then 1-pop whip the chariot into the worker, then the worker into the settler, and then the settler into the mids, with 100 raw overflow hammers now coming in the same turn the stone is hooked to get it halfway built, instantly. We can do the same thing with Moai, too.
August 16th, 2014, 12:19
(This post was last modified: August 16th, 2014, 12:19 by Grimace.)
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Does that work? I've never seen that done, but it sounds like crazy talk!
August 16th, 2014, 12:44
(This post was last modified: August 16th, 2014, 12:47 by GermanJoey.)
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Yep! Lets say, just as an example, we have a size 5 city, about to grow, working:
2 grassland mines
1 plains forest deer
1 grassland cow
1 crab (w/ lighthouse)
and building a chariot with 21/30 in the bin. We also have a worker at 45/60 and a settler with 66/100 hammers in the queue. Now, we whip the chariot for 1 pop. That gives us an additional 30 hammers, as well as the 9 hammers from tiles, meaning the chariot will finish 21+9+30=60/30. 30 of those 60 are spent on the chariot, and 30 overflow. Next turn, the city regrows and the worker is at the top of the queue, and we single-whip it again. We have 45+15+30+30=120 hammers, meaning that 60 will overflow. Next turn, we double-whip the settler for 60 hammers, meaning that we now have 66+14+60+60=200 hammers. Next turn, the Pyramids are in the queue, same turn that stone is connected. Those overflow hammers now get our wonder bonuses for our trait and resource: (100+8)*(100%+50%+50%)=216 hammers the first turn we start to build! The important thing with this trick is to never let the overflow go above the original cost - e.g. 30 hammers for a chariot, 60 for a worker, 100 for a settler.
Note that any leader can do this, its just that we, as Cha (more easily able to absorb several whips in succession in the early game) and Ind (+50% wonder production) can get the most out of it. That's my theory on the synergy of this combo, at least.
August 17th, 2014, 21:17
(This post was last modified: August 17th, 2014, 21:18 by Lord Parkin.)
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Turn 53
Chop finished in Lusitania. Started on a Chariot there, and a Settler in the capital. Need more Workers about now too.
Turn 54
Border expansion at Lusitania, Crabs netted. Silver will be hooked in 2 turns, Cows won't be much longer. Want to grow that city but also get a couple of Workers out of it soon.
Looks like one of Commodore's patented narrow channels to the southeast.
Met suttree to the northeast. His Scout's underneath ours.
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