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Thanks! Yeah I saw the tooltip in 68, just wasn't sure if it started showing right away
If it's 10, guess I have to finish the archer after the worker, very likely to run into decay problems otherwise
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Contact with Bing. Quite an assembly of scouts around my capital
I've been lazy with checking the turn log and missed it, but someone founded Buddhism Confucianism a couple turns ago. I think it was Krill, but not confident
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First gold is mined
The plan now is to road it, then the 2nd worker can go and start mining the 2nd gold as soon as it finishes
I did get the tooltip that the hammers invested in archer will start decaying in 5 turns, so as suspected, I will need to finish it after the worker, then start a workboat
At this point I'm quite resigned at settling the second city on the marked spot. By the standard of green maps I'm used to, it is a pretty uninspiring spot, but on this map... 2 food resources, a gold and a cottageable riverside grassland which can be shared with the capital - hard to hope for anything better. Could still change depending on copper/horse locations and what the scout reveals in the north, but between desert in the north, plains hills with no food in the east, and water in the west, south seems the most viable direction for early expansion
Time for some simming now, figure out worker turns for the next dozen turns, until the settler is out, and also decide if I want to switch to slavery as soon as it's available, or wait for the settler as usual. Waiting is probably better, I'm not whipping any time soon, but need to confirm
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By the way, I said that the grassland tile is cottageable, but farming it is definitely an option as well, early commerce is not going to be a problem thanks to double gold, and in mid-term farming it may be the a step towards irrigating the wheat. Normally it's easy to put a cottage on riverside grassland, but on a low food map, it's not a trivial decision
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Oh, we just turned around the turn in 2 hours. It's a conspiracy, so that I don't have time to sim
The immediate north is as barren is I suspected
May 3rd, 2023, 19:53
(This post was last modified: May 3rd, 2023, 19:54 by yuris125.)
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So, the plan:
Worker 1
T27 - finish roading the gold
T28 - move to the forest S of the capital
T29 (BW comes in) - start chopping
T31 - finish chopping
T32 - move SW on the grassland forest
T33 - start chopping
T35 - finish chopping
T36 - move N (the forest SW of the capital)
T37 - start chopping
Worker 2
T27 - move to the 2nd gold
T28 - start mining
T31 - finish mining
T32 - start roading
T33 - finish roading
T34 - move to the forest NE of the capital and start chopping
T36 - finish chopping
T37 - move to the forest SW of the capital
T38 - both worker finish chopping the SW forest, completing the settler
T39 - settler ready to move, chop overflow goes into granary. Both workers move to the sheep, ready to improve it for use by the 2nd city. Revolt to Slavery after settler completion (revolting immediately after BW research is confirmed worse)
Research - AH after BW, then Pottery. Undecided after that - Writing, Masonry, religion, Sailing, all are possibilities, and I need to uncover more of the map and see what others are doing
I will have to give up working the gold for 3 turns and work a grassland forest after worker finishes, so that the capital grows to size 3 the same turn workboat completes, and can start working on settler right away
I'm 1 hammer short of completing the settler a turn earlier, but can't find that hammer. Or rather I can, but that requires not roading the 2nd gold, and that adds a turn to settler movement. The plan could be adjusted, and the settler sped up, if I find a better spot in the next few turns
May 4th, 2023, 05:23
(This post was last modified: May 4th, 2023, 05:23 by yuris125.)
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Contact with Krill. Just Pindicator remains unknown to us
When Krill complains about my double gold (wonder how many people commented about it), I hope he remembers my offer to swap starts
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Copper
Doesn't look like there's any way out of settling where I put the sign all those turns back. Will send an archer to reveal a bit more land before coming back and protecting the settler
North as we know it
It sucks
And an event - remind me please, does this apply only to existing melee units (which I don't have) or to future ones as well?
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Oh and one more thing, I've been getting the same event in the sim as well, is it actually random, or does it trigger for whoever completes the first archery unit?
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Unit promotion granting events apply to all future units built as well as current ones. Upgrading units doesn't count (e.g. upgrading a mace to rifle doesn't trigger the "all gunpowder units get Pinch" event promotion).
I think getting the same event in both the sim and game is a coincidence.
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