February 17th, 2024, 18:19
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Turns out I made a mistake. In the pre-game sim I had the non-coastal city on the wine NW of the pig, which got an extra hammer into first worker production thanks to being next to the 2/2 ivory tile. The move loses this early hammer, making the chop less effective. I should have started with workers in both cities
Oh well. Get mistakes out of the way early, right? What can go wrong
I will change the capital to worker next turn, and send the chop there. Then the newly built worker will chop the workboat
February 18th, 2024, 09:23
(This post was last modified: February 18th, 2024, 09:23 by yuris125.)
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T1
Contact! With barbs that is. I imagine keeping or razing the city will be a decision - looks like evil map-maker pre-placed it 1 off the coast. But with increased cost of settlers, keeping any captured city might be more beneficial than razing. In any case, it's a decision for later - presumably the city has at least archers on defence, I would rather not invest hammers in copper units, and don't even know where my iron and horses are yet, so will be a while before I'm in position to threaten it
Wet rice further up the western river. 3rd city is tentatively going on the plains hill 2N of wheat - of course, still plenty of time to reveal more of the map and change my mind
February 18th, 2024, 16:46
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T2
Iron located, horses still out there somewhere
Also, not unexpected, but there's a barb city in the west too
February 18th, 2024, 19:17
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T3
Contact! For real this time
Pindicator is in the east
Not the worst neighbour, as he probably isn't planning early aggression. Also suggests that the barb cities are placed about halfway between players, and are supposed to be contested
Also, I found horses. Unfortunately, I found them in the western barb city. Hopefully there are uncontested ones
February 18th, 2024, 21:27
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T4
Peeked into the barb city, and it's actually defended by 2 longbows, set up not to move for 100 turns. These cities will stick around for a while - although I wonder if there's a possibility of culture flipping them?
However, border pop did reveal safe horses - on the island. I hoped to see that after not finding any on the mainland. The island also has stone
This does bump the island city up on the priority list, I expect it to be city 4 or 5. It will have to be settled on one of the resources, probably on the horses, unless there's seafood which can only be reached from the stone tile
February 19th, 2024, 03:06
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Wolfpack Tower is an island fort occupied by scoundrels.
February 19th, 2024, 09:10
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But those defenders look like a macemen, a crossbow, and a pikemen. Clearly, the two longbows are wrong ingame
February 19th, 2024, 10:24
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I'm not sure where you find the macemen (and the pike) - I see a swordmen, crossbow and polearm (poleaxe).
And what unit represents the ghost ? - Do we have to play FFH ?
February 19th, 2024, 12:26
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It's also not on an island, you know. Very inaccurate in-game representation!
But a very nice bit of mapmaking!
February 20th, 2024, 10:32
(This post was last modified: February 20th, 2024, 10:33 by yuris125.)
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T6
My weastern neighbour is Thoth. My coasts are in danger! Machinery will have to be the priority after Civil Service, so that I'm prepared for zerkers if they come. I might also have to cede the western barb city to Thoth if he wants it (unless I can indeed flip it)
Capital is about to finish the worker, he will chop the western forest into a workboat, then farm the wheat. Meanwhile at Saver, pigs are pastured, I will chop the northern forest to finish another worker, then start working on a library and improve the gold. Eastern scout will reveal the NE corner, then I can start working on a dotmap
I am a proud founder of Confucianism, and as you can see from the screenshot, I spread religion to the capital, but also have another missionary, which I wouldn't get in a normal game - that's what I posted in the tech thread about
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