December 8th, 2012, 00:30
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Also I definitely want to check that last corner of the land (to see whether we should move the copper city to not orphan any seafood) before heading to a city.
December 8th, 2012, 12:22
(This post was last modified: December 8th, 2012, 12:23 by pindicator.)
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Sorry for not getting in input Scooter. I spent too much time on other stuff before joining a friend for beers.
@NH - I don't think we're going to orphan any seafood by planting the fish/copper spot. That land we can see in the fog makes that idea unlikely (unless there is something to the north that makes seafood orphaning possible. Also- our scout is not going to get to the north before our settler does.
I agree with the idea of whipping a monument in McDonalds. We do have a ton of food surplus, might as well make use of it. We should be okay too as long as we do any whipping after Commodore moves. We're reaching the point where we can finish our warrior in production in 1 turn by working the silk & plains forest.
Anyway, new turn is up. I think we move the warrior towards the capital again, and keep the workers on track (chop with one, road with the other).
I also agree with going for AH over Writing. Be good to know if we have horses around, and I don't think we'll be building libraries any time soon.
December 8th, 2012, 15:19
(This post was last modified: December 8th, 2012, 15:24 by scooter.)
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I switched us to AH (5T) after taking these screenshots, so ignore the tech bar at the top. Anyways, I moved the scout in such a way so that he can uncover those two water tiles next turn:
So he can go NE-S and be on his way back. This will let us double-check for bad seafood placements as NH mentioned. I queued a Monument in McDonalds:
I played after Commodore this turn, so let's try to do that the next few turns just in case a warrior comes poking out of the fog. Workers are doing their thing:
LJS grows to sz4 and unhappy EoT, but that'll get fixed when we slide the warrior into there next turn. Demos:
Evidence of our crappy start. Top cities:
Nice sz6 city floating around out there.
December 8th, 2012, 15:24
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Suggested scout moves:
T50: NE-S
T51: SW-SE (onto forest 1N of silk)
T52: SE-S into McDonalds
T53-: heal until full health while in the city, then head to the land north of LJS and scout
Agreed on grabbing AH now, but I don't think Writing is crazy. I still suspect we'll meet people north of us, and it would be nice to be able to trade maps with them and start to figure out where to go. It would especially help guide a potential scouting WB or something if we want to get a good start on circumnav.
December 8th, 2012, 17:01
(This post was last modified: December 8th, 2012, 17:02 by NobleHelium.)
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Disagree with T52+ moves.
2SE, E-NE into LJS, heal, and then north is better. We'll have plenty of time to tech Writing after AH. AH is still a prereq to Writing right?
December 9th, 2012, 12:41
(This post was last modified: June 15th, 2023, 11:47 by pindicator.)
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Turn 050
I guess I hadn't understood what Noble meant by checking seafood before planting - I thought he meant north of the city
Our scout went NE and saw...
Well, you can see the distant shore in the fog at least.
Back at home, since Commodore had already played I went ahead and whipped a McMonument
And if Commodore comes out of the fog next turn then our McWarrior can finish next turn by working the plains forest. It's got 10/15h now, and we'll have 2 overflow from the McMonument.
Swapped some tiles so that LJS could work a second clam this turn:
We'll be at 51/100 at end of the turn. Next turn the chop comes in, which will put us at 82/100. Then t52 we whip for 1-pop bringing us to 121/100. The work boat will finish with a chop later. I guess this means my initial calculations were off; I assumed the city growing a turn later or the worker chopping a turn earlier. But lucky enough, we have a superior alternative:
Another option is to go ahead and whip next turn. 2 pop Whip + Chop next turn will put us at 51 + 50 + 20 + 9 = 130/100. Work boat can be built with the overflow on t52 and then hook up the fish on t54. So faster work boat and save a second forest, probably for our 3rd city's granary or lighthouse or whatever.
And because it's t50 I thought I'd do a bit of an overview. It's not all the lands we can see, but just the important ones:
Demos:
December 9th, 2012, 12:44
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Sure, let's whip next turn.
December 9th, 2012, 14:02
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Agreed, whip next turn sounds great to me.
December 9th, 2012, 22:59
(This post was last modified: June 15th, 2023, 11:49 by pindicator.)
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Turn 051
I was around when the turn rolled, so I did the whipping and the chopping:
The other worker is yet unmoved. North and road, correct?
I think we also want to move the warrior north, because the wildlife is showing with a little more frequency.
Also scooter - pyft (pbem45)
December 9th, 2012, 23:40
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Looks great. Yeah, 1N onto copper and road seems best to me.
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