December 5th, 2018, 14:45
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People signed up to a random map.
We get land and no happiness to work it, everyone else gets plenty of happy and no land to work. Seems fair.
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December 5th, 2018, 15:20
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His capital has reached 100 culture now too, hasn't it? So another ring there also and still only 30 tiles (max).
Imbalance is fun as long as the most blatant problems are rooted out by a screening process.
December 5th, 2018, 15:37
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True, it would have popped eot46, and I'd agree that he is on the end of a peninsula. Ocean to one side, and already claimed land to the other: I'd expect overlap on seafood?
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December 6th, 2018, 03:42
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Might be a land bridge. Need to explore further. I'll look at warrior distribution.
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December 6th, 2018, 06:15
(This post was last modified: December 6th, 2018, 06:18 by Krill.)
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Looking at the northern are, I think I can cover the route north to the furs with only 3 warriors. If barb archers were to appear (unlikely due to no one researching archery) or axes, all bets are off anyway. I need to get the warriors to the forest hill west of the copper (second warrior from city 2), forest hill 2S of the western furs (first warrior from city 2) and the grass hill 2E of the deer (second warrior from capital). The road to the furs goes via the plains hill north of the deer and the grass forest west of the corn at city 6. All these tiles are safe after the prior city is placed, if the warriors are in position, in fact the third warrior isn't entirely necessary but is just a safety. Once all of the cities are down, we just need 2 warriors to fogbust the entire east (2N1W of the sheep, and 2S of the sheep).
So the warrior built in city 3 can stay in that city, the 2 warriors from city 2 and 1 warrior from the capital cover the north and then the capital warrior acts as fogbuster, other capital warrior stays as MP, city 4 warrior gets finished with overflow from the work boat whip which then acts as fog buster to the east. And the current exploring warrior/scout pair can carry on moving down south. I don't think we build any more warriors after this, I think we have the copper hooked by this time, and we also know where our horses are(n't).
And if we do go for GW, we pull back all the units, and farm the barbs for the HE chariot or axe.
New world map to be made on T50 for major update, as is tradition, but I'll use this one for now.
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December 6th, 2018, 07:58
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I've gotten the worker micro sorted now. Highlights are: City 5 settled T58, copper mined T58, roaded T59, granary in city 5 complete eot61, City 6 settled T61, deer camped T62, City 7 settled T65, furs camped and roaded T68 (burning 2 excess worker turns to complete this, but saves 2 turns on hook up date).
There will be two forests between city 7 and city 6 that are 2/3 for chops, and will be chopped on T69. I can actually whip a barracks in city 6 on T70 without using the chops, so there is the option of dumping both of those chops straight into a galley, and a settler from teh capital can easily make it to the furs city by T70. So things open up quite significantly at this point.
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December 6th, 2018, 10:20
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Correction and update: Worker micro plan now updated with accurate MM in Google Documents and shared in second post. Furs hooked T66, two forest chops available T67. No worker turns wasted after T56 (knock on effect from those barb lions affecting city 3 founding).
Options remain regarding prioritization of growth between capital and city 5, and chopping barracks in city 6 or a galley in city 7. Nothing in cities build queues are locked in after the settlers from cities 1 (capital) through 3 and the work boat and overflow warrior from city 4 (this warrior completes eot58, copper hooked T59, there is the option to alter this, add in a chop and complete a spear eot59 instead with a one turn delay to the work boat).
This also completely ignores the location of horse, but the only legitimate locations for those to spawn at NE of city 3 (in which case I need to run the micro of improving this versus chopping, I think improving this comes out ahead just on the settler), or to the east of the capital on either of thee river plains or single grassland tile in which case the Worker 4 can hook it without input from the 4 furs workers. No where else it can legally spawn, which means Mardoc would have put it somewhere on purpose, and I'm not planning around that.
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December 6th, 2018, 16:38
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The ease at which we'll unlock the HE if we build the GW is very comforting. They'll just funnel into your chariot/axe. I'm liking this wonder more and more.
December 6th, 2018, 17:16
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On GW, I think it's better to grow city 5 straight to size 5 and build it there. We get grass and plains hill mines built just from moving workers back south. Mine a second plains hill and it isn't even a 10 turn build, and we can easily swap between the deer and pig as needed. I'm not certain, but I think we can have Masonry and Sailing by eot61 so city 5 could go granary>GW, but if we go Masonry>Sailing everything lines up perfect anyway.
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December 7th, 2018, 03:47
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Ah, Barbs, how we love thee:
One fucking tile it could spawn on! One fucking tile!
The problem is city 3 is undefended atm, next turn there will be a warrior in it, but I think the barb moves NE because it knows hte city is empty and then we start the real dance. Worst case scenario we lose every battle with odds, we generate a super barb warrior and lose the city, but that is just normal civ combat worst case scenario. we should get the mine down and can move the worker, but moving the warrior down from city 2 delays the set up of the fog busting net up north (not drastically mind, should still be in place prior to settling the copper city.
Big update next turn, world map and everything.
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