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Poll: pitboss ftw?
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yeah
25.00%
4 25.00%
hell yeah
75.00%
12 75.00%
Total 16 vote(s) 100%
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[Spoiler] Desperados: The Black Sword & Agent

In regards to the other questions:
-The far western spot looks like an island at the moment. Workboat will scout its SE edge, Galley can scout its Northern edge after dropping off the worker.
-Newest settler going to the Northeast Spot.

Regarding Django: I put Ikhanda thinking the city would grow too fast at its current rate and I'd rather work unimproved seafood tiles than unimproved coast tiles, though now that I think about it, the time it takes for the Ikhanda to pop borders means this isn't efficient. So I'll go to Granary.

Few $ More: Agreed on Lighthouse, was thinking I'd do it after current military build, unless you think it's important now.

Mercenario has most of what it needs and can build a galley to explore the Eastern sea.

Undecided regarding HG/GLH. The bonus from GLH, assuming we settle 2 more coastal cities between now and when its built, is somewhere between 7 and 14 GPT + future potential
Hanging Gardens, assuming same facts, is an extra 10 pop.. if 4 of those pop went to working villages, that'd be 12 GPT + future potential
My concern with HG is we are near happy cap in some cities already, and concern with both is no Stone

I have an Impi just produced from Fistful (Banjo) that will explore the strip S of Bad

EP is switched to Rome. We have comfortable margin on HRE to let us run 0 EP on them for a time. Here's the graphs we have at the moment.
[Image: eSOPClU.jpg?1]
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GLH does not use stone to speed its construction!
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What, did they built it out of wood??
[Image: lighthouse-of-alexandria.jpg]
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Well the Bad could make it easily then even without stone, what with all those pristine unchopped trees around. Hm.
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(January 5th, 2015, 01:28)agent427 Wrote: What, did they built it out of wood??
[Image: lighthouse-of-alexandria.jpg]

Mud, actually. Ever wondered why you need a regular lighthouse to enable the GLH's construction? It's because you just take that sucker and dunk it in 200 wheelbarrows full of mud - like how you might "construct" a chocolate covered banana. It's a true tragedy that this ancient architectural technique is now lost to the ages... lol
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Quote:Newest settler going to the Northeast Spot.

The settler from Il Merc probably takes two turns less travel time than one from Bad, that's why I'd prefer to use that city(5->3 whip?) to build that settler. The overflow would probably give a good start on the galley too. So where's Bad's settler going? Could just build a worker there instead. I'd probably prioritise one of the western spots next after the Il Merc settler.

You have a point about HG and our happy cap. I'd forgotten it was so expensive(300h) too. Guess that can wait till later. A mud lighthouse looks like it would be quite good though for only 200h. The 2gpp per turn are not to be discounted either. Ideally we chop 4 or 5 forests at once to complete it without risking those hammers, so we would need to increase our worker count a bit.

Everything else sounds good.
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Rough draft of development plans..
The Good is 1 above its happy cap, in 4 turns when the worker finishes, it will be just at happy cap as 1 level of whip unhappy expires. Want to keep it from growing, but also want to get a library in there. I can move tiles around so it stops working the high food tiles and instead runs the cottage & hills tile to dial growth down to 1 or 2 food a turn as it builds the library.

Il Merc hits size 5 same turn it finishes a lighthouse, moves into Settler build. I have a worker starting on a hill mine there, but it will be working an unimproved tile until it finishes.
Django has its worker and is happy by himself.

Sabata had two workers. I used them to finish the road this turn, then ordered them to split up-- one back to the Ugly to start a mine, another to start chopping the Ikhanda into Sabata. Should I improve the rice first? I reason that with religion, Vienna will eventually pop a third ring, and if HRE's borders run right up against Sabata it will be hard to defend.

The Ugly-- completes the clam fishery next turn, just in time for it to grow and need another tile to work, hope to have a mine complete by the next growth. I believe it should be making units to reinforce Sabata next.

Few $ More-- has a grassland farm to keep it working improves tiles for now, will pop border soon and be able to work the fish, at size 5 it can work the lumbermill, and hopefully I'll have a worker back here to build some more by the time it's size 6.

Fistful of $-- Have two workers here giving it a mine to work. Going to keep 1 worker here to work on the next improvement, peel 1 off to head to Bad.

The Bad-- Trickiest one to plan out because of the happiness crunch. It's currently set to a worker build to keep it from growing, that worker will join the Capital's newest worker + one of the workers in the neighborhood to chop out the GLH. Bad has a lighthouse half finished (30H) then GHL is another 200H... I may have to whip once more even though it's already super unhappy, then chop 5 forests for 150H

No screenshot at the moment, but if you log in, you can see that the area south of Few $ More-- with the Gold and Pigs and Copper, right west of Aachen-- hasn't been settled by the HRE yet.
I could shift Bad to a Settler build and we could grab the Pig spot-- or even the Gold & Clams if we want to get greedy and really piss HRE off!
Garrisoning it shouldn't be a problem, since we have an Impi in the area, and Fistful/Few are both producing units.
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Regarding Sabata, if you haven't split the workers up yet, I think it's better to improve the rice together first, then split. HRE won't hit 3rd ring for at least another 50t, don't really need to worry about that. In general, it sounds like you are planning to build a few too many mines rather than cottages IMO. In particular Ugly has 2 river grass that should be cottaged and worked over dry mines. IIRC, Il Merc has a river plains and a grass tile shared with the capital that should be worked over mines(Because capital cottages are worth a lot). Fistful doesn't have a high food surplus, so I'd prefer a farm and some cottages there.

No time to log in at the minute, will try and comment on the other stuff later. In general, I'd be happy to settle another spot if we have the worker labour on hand to set it up.
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Sabata rice- check.
Il Merc plains river cottage- starts construction next turn.

There's very little I can do at Fistful of $ until it border pops. Right now besides grassland hill only workable tiles are unirrigated grassland
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GLH just fell, so that's off the table.

We're still looking very good though, back to top food and GNP. I set Ugly to an axe when prompted. I like the Lighthouse here. nod

Good - I don't think a Library is worth it yet. We make around 12bpt there at breakeven so a Library is 90h for only 3bpt, not a great deal. I think it's fine to be putting hammers into it as we grow, but I wouldn't switch off any of our strong tiles for it.

Il Merc - The worker here has to go back towards setting up the new city, which will need a chopped Ikhanda ASAP.

Fisftul - You have a point, a mine is a fine improvement here and you might as well complete it now that you're on the hill. I think I'd have preferred dry grass cottage, because it looks like it will be a commerce city long term and it's food surplus is small, but the difference isn't too important.

Since we missed the GLH, we should have some spare workers. Settling somewhere in the south west sounds good. Settling toward North East toward Rome would also be good. Maybe send the new capital worker up to help with that? Choosing the best spot seems tricky in both cases. Getting the gold for another happy would be great. I left an 'or here' sign on the map for a city that gets gold first ring(and more river) rather than wheat in that area. I'd be thinking of chopping the gold forest into an Ikhanda and then just working the gold for 10t as we wait for the borders to pop, building the granary.
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