Scout can't MP.
Can't see screenshots on phone, I'll look at it tomorrow morning
Can't see screenshots on phone, I'll look at it tomorrow morning
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
[Spoilers] Ceterum Peter censet Carthaginem fore triumphatrix - Adrien + Miguelito
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well then we have to eat 1 unhappy for a turn, no remedy
![]() Oh regarding you overflow comment: I get since we have 21 hammers next turn, but the warrior costs just 10, so max overflow is 10 and we lose a hammer. But according to http://www.civfanatics.com/civ4/strategy...erflow.php we get 1 gold for that hammer, so the harm done is very little, right? (February 11th, 2015, 02:51)AdrienIer Wrote: I think we should decide which spot to settle when we've scouted. Good to know about the goldso you are fine with unloading the warrior onto the eastern hill (note that the settler is on the galley on its first trip)? Turn report.... ![]() on the boats! ![]() So, this is going. We might lose the game within 5 turns if we get an unlucky barb axe, but otherwise it's going to be fun! Work boat will get in just in time for city foundation. This evening (assuming we get a turn in the afternoon) I will first unload the worker on the eastern plains hill (unless you object) and post the scouting info. Then we can discuss where to settle. Been dotmapping a litttle: ![]() - one of the pink dots (we're pinkdotting the barbs) will be founded in 2 turns, depending on scouting results. The western one gets corn first ring, the eastern has more FP and overall less coast, so assumedly more long term quality. - the blue dot should be our next city after pink. We'll research myst mainly for this after pottery to get that copper online. Ideally, a work boat should start 2 turns before founding from Pfeffi to get that fish with the border pop. If it's delayed a little it shouldn't matter too much, as the city can also work the sheep and the deer, if we manage to improve it while waiting for the border pop. We'll need at least two workers there, to chop out the monument upon foundation, then road to the copper and, if possible, camp the deer, and finally mine the copper. Moreover, a road from Pfeffi to the corn could speed up foundation by 1 turn (the settler will come from GD) and roading till GD even by 2 turns. Don't see that coming, honestly, as we also want to cottage at least the FP, and have currently just 1 worker on the island. I'm considering getting a second, and maybe also a third one from Pfeffi on size 4 (wanted to grow to size 5 but whatever). - One of the yellow dots will come after blue I think, and maybe a good spot on the mainland that has yet to be scouted. I lean towards the southern one, as it's the only city that can help Pfeffi at least with 2 cottages riverside. We should get horses at least by the time HBR is in range (like, after CoL?), as numids will be really good if we fight only the barbs, and against players as well of course. But of course, also chariots should help a lot with barb axes, so if we can get it earlier, even better. - Orange is a filler at first sight, but also gets two food resources on the mainland. I expect us to connect those with other cities on the mainland first, but then it can grow quite fast and will not be all that crappy - Red should be settled at least when we have space for an MOM / TGL attempt, maybe even earlier for the furs. It could be that the whale improves our motivation to research Optics after Compass (which we want anyway). On research: We'll have to work a sub-optimal tile next turn to get Wheel one turn earlier. It's either a coast for GD or the lake (instead of corn, but will grow anyways) for Pfeffi. Then we get Pottery surpirsingly fast (4 turns), thanks to double prereq bonus. Myst will require more gold saving. By that time we'll have intercontinental trade routes and at least one more city up, so no idea on the speed. Btw we didn't get that excess overflow gold eot ![]() ![]() ![]() Demos don't look pretty, but we don't care, do we? ![]()
It would be good to know if we'd be missing a resource by settling the western hill, therefore I'd like to have some visibility on the eastern hill. I'll be home in 8h to comment on the rest
OMGOMGOMG
We're definitely settling the eastern site. And copping a monument ASAP, from the dye. This means we can skip blue dot if we want to (not sure we do). ![]() I haven't played the rest of the turn, should I ?
Jackpot!
![]() ![]() ![]() Adrien and I e-mailed a bit while I was at work without forum access (gonna fix that) Miguelito Wrote:Just read your forum message (writing here, as I can't remember the forum password) - OH YEAH :D. If you want to, play the turn, although there's no hurry, as the US guys are still at work. Just make sure we get Wheel in this turn (I'm not sure if we need 1 or 2 extra commerce - so it's either shifting the corn to FP in Pfeffi or to the lake tile. I don't really like the idea of working coast in GD, but if you think it's better, do so. AdrienIer Wrote:...So that's what we're going to do! From next turn on, we 3-turn Mysticism. The worker will get on the forest next turn to finish the chop the turn we have Myst. Problem is, we get 13 hammers from the chop, but the monument needs 20. The new city can make 4h/t on size 1, so that's what it will do for 2 turns. I also decided to build a worker in GD instead of the settler. We still had 10 overflow hammers which benefit of the Exp bonus, plus the city is rather hammer heavy right now as Pfeffi is using the corn. We'll need a lot of workforce during the turns to come up: The monument chop and the plains hill mine in the new city, road the copper, then mine it once borders pop - by that time we'll also have Pottery ready, so we'll want to simultaneously start cottaging FPs, farm the corn and get metal. On our island we want a road from GD to Pfeffi, cottage the FP and at least one more grassland, and maybe lay more roads for future cities. Also, granary chops could be considered. I am also considering to move the first worker over to the mainland, as before Pottery one worker should manage to build enough roads. The next settler could also be built in Pfeffi on size 4. AdrienIer Wrote:This means we can skip blue dot if we want to (not sure we do). I'm sure blue dot will be a great city, but there is no hurry to found it right now. I think we prefer to secure and grow good/awesome mainland spots first. On the island, I'd prefer yellow dot (S) before blue, as this way more capital cottages grow earlier. Any other thoughts on the dotmap? Also, where do we want to scout? The east could be good to get the silver connected, but it looks really dry, and we don't know if we have coastal access (which is of course not a must for a new city). A plus is that a city founded on one of that coast hills - provided we find food - would be very well reachable from GD The other option is to move the scout onto one of that forested hills in the south (I think the western one). If we find anything good (silk doesn't convince me ![]() How do we scout? Of corse we move on forests and hills, but do we 2-move and risk running into barbs, or play safer? Demos were too ugly to post them (they improved eot, when Mardoc, Al and us all landed on 188 score, with tall-growing THH on 259). I'm sure next turn they'll look nicer.
Also, a mechanics question:
How come thst with 36/54b of Wheel researched, 17 beakers shown besides the slider was enough to research it (16 wasn't)? What does that number precisely represent and is there any multiplier I need to apply to get true beakers (I assume KTB and prereq bonus, but neither applied here)?
On scouting, if one of the tiles south of the water doesn't reveal anything when the city is settled I say go SW SW. East of GD is tundra, no time for that. For now we can take some chances with barbs, I really want to know what's in our immediate surroundings and I don't care about losing a scout to a bad luck barb.
Settling yellow dot S means chopping a monument here as well, is that really advisable ? On the N one we can get horses immediately and still share the deer.
The point about yellow dot(S) is that it can grow two grassland cottages for the capital. We've got no other city for that duty and the capital is quite happy constrained as yet, so I think it's really helpful to get these 2 towns up. Plus, the spot shares the sheep. We will eventually want culture there anyway for the fish, but having copper, I don't see much of a hurry to get the horse online. So it would be more like monument after granary and maybe even something else, or directly go for library (would have to evaluate if it's worth it; the city will work cottages and may have spare food to work scientists, so maybe yes)
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