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[SPOILERS] Will the Sun(rise) Ever Set on Washington, Mongolia?

Trying again. I think it's a couple turns behind, actually, so you'd have to follow my byzantine plan to get it up to date to turn 53. Also, not all my units are in the right places, and I think there's a few errors with gold/beakers, but I was going to try and iron that out later.


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(December 16th, 2014, 14:16)Whosit Wrote: 1. I don't have mysticism teched yet. frown I can certainly change the placement of city 4 to the clam/wheat spot, though, and make the changes in Soos's production. The Floodplain was always going to be farmed, though. I don't think I said I was cottaging it.

If the 4th city goes in the clam/wheat (and horse!) spot, there's no apparent reason to get culture is Soos soon, since you'll have all good tiles in its borders anyway. So, you actually don't need a monument there. But let's think, what to build there next? I wouldn't reccomend a food unit, because you want the city to grow. That leaves us with some options: barracks, military unit or a WB, when we have fishing. It's not an obvious answer and the barracks might actually not be a bad build (you don't need to finish it right now, you can grow into your good tiles, then build settlers/worker as needed and later finish it while growing again - it'd be a kind of a placeholder and it'd go on a city that will want a barracks in the future, since it seems like a hammer city). The alternative would be, perhaps, another unit, which I'm not sure we need right now. Either way, getting a WB here when possible is not a bad idea: you can use it to explore the islands around and have it come back in time to improve the clams for the 4th city, when it pops its borders. This way, you use the production of a city that doesn't have anything really good to build to help a city that has too many useful things to build (4th city needs a monument, a granary, a WB).

Yeah, I just guessed that perhaps you'd want a cottage on the fp, but I agree with going with a farm.


2. Yeah... that's reasonable. I think Gavagai wanted me to settle the gold spot as a 4th, but it wouldn't really have food, so I decided to just hop-scotch it instead. At least, that's what I remember the decision-making process to be.

I don't like the 4th city being near the gold, exactly due to not having early food - you can't really wait for a monument and a border pop before your city has a food tile. But even if its really good, a far away city is very hard to defend and improve, which is also bad. The wheat city (a 5/1 and a 2/3 tile in first ring is really good) has pretty good tiles and is way closer, that's why I like it better.

I'd actually settle a city 1NW of the gold, to get first ring pigs + later seafood (and change the planned sheep + pig city too, perhaps making it the border city with Korea, 1E of the sheep perhaps, but I haven't put much thought into it).


3. I was going to 1-pop the Axe in Wendy and then make a worker until the anger cooled off, and then make... whatever else was in my plan.

4. Probably my bad, but those pictures are all from last turn, so Soos has a turn put into the barracks, and Wendy a turn into the axe. I don't think the turn into the barracks is a big deal, but with Wendy, do you think I should still switch production, or just whip the Axe like I had planned and wait for anger to cool off with a Worker or two?

5. I don't have mysticism OR fishing yet, but I could grab them both pretty quickly.

I don't mind your criticisms, that's why I wanted a coach! I'm kinda sad I'm so far off the main path, though. I do have a question about the axe and barb city, though. Maybe it's that I don't need an axeman yet, but I imagine that's still a unit I want to have on the payroll soonish. Why is it a bad investment to send it to burn a barb city that an enemy could take? It seems my other options are to a) not make the axe (which might be reasonable) or b) keep the axe at home to defend (I don't think barbs are that big a threat yet, though).

I tried to attach my sandbox save file to the post, but the forum says it is not allowed.

Some thoughts in bold. I have to go now, I'll write a bit more later. Anyway, don't fret too much about all this, things are not looking bad or anything.
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In sandbox, I have 4 more beakers invested in the tech than I do in real game. Not sure how to fix that or if it's possible. I'll do some work on implementing your ideas in a bit. Glad you don't think things look awful, though.
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Are you working any tiles with rivers or coasts? You could just remove the rivers from your sandbox for a single turn and add them back the next turn. Easy as that. smile
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I'll have to try that when I start researching. Right now at 0% and still get the free beaker, but good idea!
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So I tried a new plan going along the lines of some of what Ichabod was suggesting....

New PLAN!

T53: Tech Fishing (100%); Swap Stanford/Wendy mines; Whip Wendy (Axeman); Spearman moves to defend; 2 Workers at (1,3) Split to (1,5) Road and (2,2) Farm.
T54: Stanford (Settler > Granary); Wendy (Axeman > Worker); Soos work finished Sheep Pasture; Worker at (-1,-1) Move to (1,1); Settler Move to Wheat/Horse site.
T55: Worker at (1,1) Chop to Stanford; Worker at (1,5) Move to (2,6) Road; Worker at (-1,3) Move to (1,3).
T56: Fishing > Mysticism; Swap Soos to Work Boat; Worker at (2,6) FINISH ROAD; Settle City 4 (Dipper Pines: Granary); Worker at (1,3) Move to (2,2) Farm.
T57: Worker at (2,6) Farm; Whip Wendy (Worker).
T58: Mysticism > Writing (0%); Wendy (Worker > Monument); Stanford (Granary > Worker); Worker at (1,1) Move to (0,2) Cottage; New Worker at (-4,0) Move to (-3,0) Cottage; 2 Workers at (2,2) Move to (1,3) Farm (stop).
T59: 2 Workers at (1,3) Move to (2,6) Farm (complete).
T60: Research (100%); Worker at (2,6) Move to (0,5) Pasture; Worker at (2,6) Move to (0,5) Pasture; Worker at (2,6) Move to (2,7) Farm (stop).

Demos: GNP 38, Prod 25, Food 46

T61: Stanford (Worker > Archer); Wendy and Stanford work new cottages; Soos works Horse Pasture; New Worker at (0,0) Move to (1,0) Cottage; Worker at (2,7) Move to (2,8) Pasture.
T62: Swap tiles between Wendy/Stanford to finish Wendy's Monument this turn and keep all cottages worked; Worker at (-3,0) Move to (-3,1) Cottage; Worker at (0,2) Move to (0,4); 2 Workers at (0,5) Move to (2,7).
T63: Wendy (Monument > Worker); Soos (Work Boat > Settler); Worker at (0,4) Chop to Soos; Worker at (2,7) Move to (2,8) Pasture; Worker at (0,4) Chop to Soos; Worker at (2,7) Move to (3,8).
T64: Writing > Maths (0%); Stanford work new Cottage; Worker at (3,8) Chop to Dipper; 2 Workers at (2,8) Road.
T65: Stanford (Archer > Chariot); 1 Worker at (2,8) Move to (2,9); 1 Workare at (2,8) Move to (2,7) Farm; Worker at (1,0) Move to (0,1) Cottage (stop).
T66: Worker at (2,9) Road; Worker at (0,4) Move to (0,3) Farm; Worker at (0,1) Move to (0,3) Farm; Worker at (-3,1) Move to (-5,-1).
T67: Worker at (2,8) Move to (1,7) Farm; Worker at (-5,-1) Chop to Wendy.
T68: Research (100%); Dipper (Granary > Monument); Worker at (1,9) Move to (0,10); Worker at (0,3) Move to (1,2); Worker at (1,7) Move to (2,8) Cottage; Worker at (1,7) Move to (1,4).
T69: Soos (Settler > Barracks); Wendy (Worker > Work Boat); Stanford (Chariot > Settler); Worker at (0,10) Road; Worker at (1,2) Mine; Worker at (0,3) Move to (-1,2); Worker at (0,4) Move to (0,3) Farm; New Worker at (-5,0) Move to (-5,1) Road; Worker at (2,8) Stop; Soos work Grass Farm.
T70: Let Worker at (0,10) finish road; Move Settler; Worker at (2,8) Move to (0,10); Worker at (-5,-1) Move to (-5,0) Farm; Worker at (-4,1) Move to (-5,0) Farm; Worker at (-1,2) Chop; Swap Soos to Chariot; Whip Dipper (Monument).

Units: 1 Settler, 7 Worker, 1 Archer, 1 Chariot, 7 Warrior, 1 Axeman, 1 Spearman
Demographics: GNP 39, Prod 25, Food 58
4 Cities, 18 pop points

Compare to previous plan:
Demos: GNP 40, Prod 25, Food 67
5 Cities with 20 pop points

I do not end up with as much as what I was previously doing, but that's probably less to do with the new direction and more with my execution. I didn't grow Soos as much, I grew Stanford much more (and so didn't produce a Settler there as quickly), though Wendy was coming along alright, I think? The new Dipper spot, with the wheat and horse, is kinda slow to get going. Anyway, not really sure which way I should be going right now, and I'll have to finish my turn early in the morning when I wake up. Hmm.... Also, I think that the Zulu just settled 2 cities this turn, based on civ stats... So they now have FIVE cities.

I think I need to focus on getting more settlers out as quickly as possible. Does that mean I throw down fewer cottages? Don't build that Granary in the capital? Not really sure what to do in order to catch up.
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New off the cuff:

Turn 70
Units: Worker 7, Archer 2, Chariot 1, Warrior 7, Axeman 1, Spearman 1
Demos: GNP 37, Prod 35, Food 61
5 Cities, 19 pop points

VS

Demos: GNP 40 (100%), Prod 25, Food 67 vs 40, 27, 68
5 Cities with 20 pop points.

Sort of comparable. 5th city spot should probably be somewhere different, though. Wendy needs crab before Corn can be shared....

Going to T80
Units: Worker 8, Archer 3, Chariot 2, Warrior 7, Axeman 2, Spearman 1
Demos: GNP 48 (100%), Prod 32, Food 93
6 Cities with 28 pop points.

VS

Units: 1 Settler. 7 Workers, 4 Archers, 2 Chariots, 7 Warriors, 3 Axemen, 1 Spearman.
Demos: GNP 45 (0%) or 60 (100%); Prod 38, Food 86
6 Cities, 29 population points.

Similar end point. Some refinement could mean good increases in prod and food, but by turn 80 economy is looking pretty bad. We're breakeven around 30% and I was even getting two more settlers out! Of course, I didn't really jot down notes on what I was doing, so that kinda hurts iteration, but it does show I can head in this alternate direction and still make some good progress.

I do recall that for the capital, I did not build the granary until it had finished another Worker and Settler. I think I still favor that over getting the granary there immediately. However, once I do get the granary in the capital, I grow it to its maximum size. Soos builds a few settlers, too, though I end up whipping it off of two of its mines each time, growing back and doing the same. Not sure if that's actually a good idea to 2pop whip a hammer city, but it does get those settlers out a bit quicker...

Anyway, the turn timer is running out, and as much as I'd like to have an actual roadmap for what I'm doing here, I think I can safely finish this turn and just assume I'm going to settle city 4 at the wheat/horse site. Ah, and I'm going to tech Mysticism > Fishing. No reason to get fishing first.

Ah, and Ichabod, I know about the 1/2 food box bit with the granary, but not the no-growth trick.
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T53 Notes
Research to Fishing (100%); Whipped Wendy Axeman, Swapped Stanford to riverside mine, Swapped Soos to Archer, Moved Spearman to defend against barb, Split Workers to prep for new City 4 site.
T54 Battle results: Spearman needs to heal for 3 turns, earned 1 XP, Warrior defended, heal 3 turns has total 3 XP.



Moved Spearman to defend cows, he was victorious.



Interesting, but probably just a DoW to scout territory. Seems incredibly unlikely to be a hot war right now, but it's possible it's an opportunistic Impi strike.



5 Cities to our 3....



We are not doing so well, but this is typical for me: High soldier count, crap in everything else.
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A couple more things:

*I think you need to have 2 workers ready to improve the wheat for the 4th city as soon as it is settled. There's no point in improving the foodplain farm (you gain 1 food) before that wheat (you gain 3 food), so it's best to have 2 workers on the second, rather than split them.

Here's your plan:

T53: Tech Fishing (100%); Swap Stanford/Wendy mines; Whip Wendy (Axeman); Spearman moves to defend; 2 Workers at (1,3) Split to (1,5) Road and (2,2) Farm.
T54: Stanford (Settler > Granary); Wendy (Axeman > Worker); Soos work finished Sheep Pasture; Worker at (-1,-1) Move to (1,1); Settler Move to Wheat/Horse site.
T55: Worker at (1,1) Chop to Stanford; Worker at (1,5) Move to (2,6) Road; Worker at (-1,3) Move to (1,3).
T56: Fishing > Mysticism; Swap Soos to Work Boat; Worker at (2,6) FINISH ROAD; Settle City 4 (Dipper Pines: Granary); Worker at (1,3) Move to (2,2) Farm.

In a first glance, I'd try to have 2 workers to start improving the wheat tile on turn 56, the same turn the city is settled (probably the two you have roading right now - not sure if you need more roads to the north of Soos, perhaps you can use the spare worker turns to (partially) improve the horses). If you can get the third worker (from the sheep) on the wheat tile on turn 57, you can already finish the wheat farm on that turn, which is really good (right now, it's finishing on turn 59).

*As a general rule, improve your resources first. Let's say, after improving the wheat, what do you do now? The horse tile in 4th city (the grassland one) seems a very good one to improve next. Horse pastures take 4 turns to improve, so you only need 2 workers there, because 3 workers won't speed the 2 turns you need to complete it. So, if you ended the wheat farm with 3 workers there, you can now separate them: 2 go for the horse, 1 go somewhere else.

But, let's say it's turn 58, you can move the 3 workers on the wheat -> if you move them to the horse tile, they'll waste worker turns, because you could move them 1 tile and improve, then cancel the order. After that, on turn 59, you can move them to the horse and start improving.

*Favour cottages more than mines, as a general improvement rule, when you have no resources to improve. Cottages are food neutral, mines cost food. So, while you have happy cap, it's better to grow on cottages, rather than on mines. That's important for cities with no more resource tiles to improve, like Capital and Wendy.

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So, as a general plan for the 3 workers near Soos, why don't you try (let's call the two workers that finished roading worker A and B, and the one on the sheep worker C): I made this only looking at the picture, please, double check if it really works)

T53: Worker A and B move to horse tile (0, 5), pasture. Worker C, pasture sheep.
T54: Worker A finishes pasture. Worker B moves to (1,5), road and cancel. Worker C finishes pasture.
T55: Worker A moves to (1,5), finishes road. Worker B moves to (2,6), road, cancels. Worker C moves to (1,4).
T56: City 4 settled. Worker A farms wheat. Worker B farms wheat. Worker C farms wheat.
T57: Worker A and B finish wheat farm. Worker C finishes road.
T58: Worker A and B move (2,7), cottage (could be a farm, but I think this city could cottage its riverside tiles), cancel. Worker C moves (1,3), farm (I guess a farm maes more sense here), cancels.
T59: Worker A and B move to horse tile and pasture. Worker C moves to (2,2) and start farming that floodplain.

This is not perfect by any means, but it seems decent. The most important thing is that you are improving the resource tiles on the new city as fast as possible. The horse pasture for Soos and the roads to the 4th city are not fundamental improvements by any means, but we are doing them so that the workers are in position when it matters.

Turn 58 worker movements are all fillers. The workers can't reach the tiles we want them to reach with enough movement points to start improving, so we do one turn of a non-fundamental improvement to save worker turns. Trying to fit such improvements in a general plan is one thing that makes the good players good.

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Carefully consider every improvement you are about to build. If you are finishing a farm that a city will work only 5 turns after you finished it, you should ask yourself if your worker couldn't be doing something else for 5 turns, before working on the farm (which would still have it ready on time).
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I think Soos is a good city to build workers. At size 4, working sheep, fp, horse and copper, it already has 12 hammers, which is 16 with EXP. That's 4t workers with overflow, which is pretty nice. No need to whip it that much (I'd recommend against whipping resource tiles that net you more than 5 yield, when you sum up the food and hammers). If you want to build a settler here, slow build it instead, I'd say.

Wendy seems a better city to whip settlers. You grow it on cottages, when it reaches max size/doesn't have more improved tiles to work, you start a settler. Whip it, grow again, reach max size, start a settler. Repeat.

When Stanford is max size, you can give the cows tile to Wendy, if Wendy is still growing. That is, if you are not going to whip Stanford. When you can start growing with Stanford again, you take the cows back.

By the way, don't fret too much about your opponents. There are some really good players giving advice in other threads and you got stuck with me. lol As far as I can tell, you have been playing up until now without any mentor support, so things have been really unfair. And city number is not all that matters -> you chose CHA, which is a trait that is based more on vertical growth, so it's natural that you'll have fewer cities, but with higher pop. That doesn't mean we should slack on expansion, but it also doesn't make throwing a lot of cities fast a good thing.
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