December 7th, 2020, 03:23
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(December 7th, 2020, 03:03)chumchu Wrote: Had he settled it on copper we should see the borders next turn. I prefer him settling a mediocre city over something better. This will also delay his eco. It is not on a hill or behind a river so it is easy to take.
Let's focus on what our plans are going forward:
- Military situation: Hold defensively by getting archers and axes. I think he will try to get an axe in to counter our warriors.
- Tech Path: Fishing, Masonry, then sailing?
- Settling order: A and then C/island city?
- Long term goals: Getting monarchy (or pyramids) for happy. Getting currency to pay for a large empire. Getting to HBR or construction to conquer Ruff. Not dying to a twoway war with mjmd in our back.
We can do mids, we have some forest that we should reserve for that matter, we have stone, and we will have masonry soon.
I would settle on D isntead of C, closer and also seems to need a bunch of culture to work those caw, the soon we make it the sooner we get the caw. Also the island is nice since will bust our TR 1 gold. It will be much better than TR with other civs. Also make us closer to the border city with MJMD im not sure if we should do that city or not.
Tech, we need currency for gold purposes. I would suggest something like fishing Masonry Sailing pottery writting maths currency. And try to make maths and the chops of the mids happen at same time.
December 7th, 2020, 03:48
(This post was last modified: December 7th, 2020, 03:48 by vanrober.)
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NVM charriu, he is at 4:46 of night, he is not going to join until 4-5h. Maybe you should have said this 10h ago when i said
Im a visionary hehehehe
December 7th, 2020, 04:08
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I normally don't post during my sleep
December 7th, 2020, 04:15
(This post was last modified: December 7th, 2020, 04:16 by vanrober.)
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Ohw sorry i just saw the hour in your profile and it looked like not a sleep hour. :S.
ed: Honestly somehow i thougt it was 11 of night now there and its of the morning xD
December 7th, 2020, 04:55
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Every developer knows that time tracking is one of the most pleasant features in any computer system.
December 7th, 2020, 05:21
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(December 7th, 2020, 04:55)Charriu Wrote: Every developer knows that time tracking is one of the most pleasant features in any computer system.
I would use brain killer hahaha
December 7th, 2020, 06:11
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Let me try to explain what I meant about worker micro:
- When you want to improve and road a resource on a hill or in a forest with multiple workers you minimize the worker turns lost by sending in one worker first to road the tile. Then only one takes the movement penalty. The other workers work on the road leading to that resource. When the road on the forest/hill is finished the other workers can move in the same turn to start improving it.
- In our case with 2 workers and 2 roads needed you can send one to road the forest and one to road the ivory. That way the ivory road finishes in 2 turns and the forest in 3 turns. However, turn 3 the ivory worker can start chopping the forest as it can wait until the forest worker has finished roading and move there for only half a movement point.
This is a good habit to have when worker labor is scarce. When you have lots of worker labor and need a resource fast you can make an exception.
Hypothetically, If we had four workers available on the same tile as before, I would have sent two to road ivory and two to the forest. Then next turn the two forest workers road the forest and the two ivory workers move there and can start chopping round 2. In that hypothetical scenario sending two workers is better than just sending one worker. The loss of one worker turn is compensated by the gain of starting to chop/improve the tile already turn 2 and having our workers spending their time doing the most needed work.
December 7th, 2020, 06:31
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(December 7th, 2020, 06:11)chumchu Wrote: Let me try to explain what I meant about worker micro:
- When you want to improve and road a resource on a hill or in a forest with multiple workers you minimize the worker turns lost by sending in one worker first to road the tile. Then only one takes the movement penalty. The other workers work on the road leading to that resource. When the road on the forest/hill is finished the other workers can move in the same turn to start improving it.
- In our case with 2 workers and 2 roads needed you can send one to road the forest and one to road the ivory. That way the ivory road finishes in 2 turns and the forest in 3 turns. However, turn 3 the ivory worker can start chopping the forest as it can wait until the forest worker has finished roading and move there for only half a movement point.
This is a good habit to have when worker labor is scarce. When you have lots of worker labor and need a resource fast you can make an exception.
Hypothetically, If we had four workers available on the same tile as before, I would have sent two to road ivory and two to the forest. Then next turn the two forest workers road the forest and the two ivory workers move there and can start chopping round 2. In that hypothetical scenario sending two workers is better than just sending one worker. The loss of one worker turn is compensated by the gain of starting to chop/improve the tile already turn 2 and having our workers spending their time doing the most needed work.
Now i see that. Lets thake that good habit in my micro plans from now on.
Another 2 min of ruff in our turn. Thats another habit.
December 7th, 2020, 08:07
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Turn 46
He settled on copper as i thought. I dont think thats a good spot but it allows him to get 2 estrategical resources easy.
He used 2 warriors and an archer to def his city. I guess he is bringing one of the warriors to his capitol. But he is not atacking with archers anymore, he saw it was absurd.
So the thing is we need a few axes to be sure he cannot do anything. I even think we can stop after the archer and spear of Pomegranate and keep making workers on that city.We do need workers. And leave Grapes on his own, will get an archer in a few turns plus the 2 units of pomegranate that would mean he need around 12 units to get the city.
Since he is not ina good shape i would prefer to forget about him and keep the expansion. Once we get construction kill him.
I revolted this turn into slavery, that means onle losing 3 cities production, on the next turn would mean 4 cities. Also we got archery so that wasnt a big deal either. In case of need we will always able to whip some pop.
Also someone has SH.
this is the battlefield
Demos and graphs still looks nice
December 7th, 2020, 08:47
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I would send him a peace offer now that he has gotten his city down. He should have seen us get archery and slavery and know that he has very little chance to take out our city.
If he refuses I would build a round of modern units so that our warriors can move from grapes to guard the other cities. In grapes the best choice of defenders is 2 archers in the city plus an axe and spear pair to take out any choking units and defend our workers.
Blueberry need an archer and a warrior.
Of the other 5(?) warriors. One can remain to guard against ruff. One can go to pomegranate, one to Figs to keep them happy. One can go to site A, one to site C/D to keep look out against mjmd.
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