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Objection! [SPOILERS]

Happy American Thanksgiving, everyone! I'll add screenshots when I get home tomorrow.

T20:
As expected, we're the first to a second city, yay! Now we need to make sure we get enough value out of the site to justify its location. I now realize that my sandbox didn't account for KTB, so I didn't need to work all 3-commerce tiles to finish AH this turn, and I'll get additional discounts on The Wheel. That means more food, which means I can re-do the micro to get the worker out Sisters a turn earlier, and should have more flexibility in getting enough overflow hammers into the granary at The First.
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T21:

Both cities will grow next turn. Sisters will build a worker with the corn and silver, with the intention of whipping it. The First will pick up the pigs and then chop+whip into its granary. I'll need to work out the ETAs, but I think the Sisters worker will be done one turn earlier. One turn of saving gold here will get us through The Wheel and Pottery at 100%.





AH reveals our horses, which points to a city 1E of it with pigs and lumbermilled dyes in first ring. That slots in nicely with a copper city 1N of the sheep, as the capital's border expansion will bring the copper into play shortly.



To my surprise, the land to ruff's south doesn't continue further. Unless I've badly botched my fog-reading, this is all effectively backline for him. My scout will now spend quite some time backtracking...



Demographics. Being the only one with two cities inflates my CY/MFG, I'm definitely still behind on improved tiles. I got ruff's graphs at EOT, but am currently too lazy to look at them in detail.

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T22:

Khan founded his second city last turn, Splendor. Good taste in board games. We turned on research and grew to sizes 3 and 2, taking the score lead in the process. The pig pasture will finish next turn, giving us enough tiles to work for the time being while we get our next two workers (I'm leaning rather heavily on the 2/0/3 and 1/1/3 tiles here, but those honestly aren't that bad). We picked FIN, have to try to squeeze some use of it in the early game smile

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T23:

I believe greenline settled his second city last turn, as the rival worst land area increased from 17k to 24k, and his score went up by 8. It seems that Ruff is still building his settler at size 3, which fits his slower starting techs. It also looks like we were first to 3 improved food tiles.

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T24:

As picklepikkl suggested in the 74D tech thread, I'll be doing a lengthier overview next turn. For now, I'll just say that ruff still hasn't settled a second city, and our tech rate is looking quite nice. Compared to my sandbox, we've saved a full turn on Pottery. The price is paid in the form of poor scouting and limited worker labor, but I think we'll get our all-important capital granary up before the Expansive Khan :D


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T25 overview:

Ruff settled his second city somewhere to the north last turn. Greenline and Khan's scores remained the same. I have demographic visibility on ruff, but I haven't emphasized a turn-by-turn accounting this game. Global power is still flat, thankfully, and it seems that everyone settled reasonable locations from our founding dates.

El Grillo: T20
Greenline: T22
Khan: T21
Ruff: T24



Khan and Greenline have cashed in their first whips at their capitals, so I expect third cities from them shortly, and I'd expect Khan's to come before mine. I'll try to minimize the gap, but the real difference will come in cities 4 through 6. Toroidal maintenance is no joke, and the land here isn't nearly as lush here as it was in 74A.



Speaking of whip timing, I had to re-do the math from the sandbox, but things should go okay still. The First is currently at 14/40h, when it had 17h in the sandbox. This means that the whip-overflow plan I originally had no longer works as written. However, Sisters is going to whip its worker next turn, 1t ahead of schedule, freeing up the corn and working the silver instead (I don't need that much overflow going into a warrior). That means that next turn, The First can work 5/1/0, 5/0/3, 6/0/0, and 2/0/3 for 15fh, instead of the 12fh that it was producing in the sandbox. That gets the city to 29/40h at EOT26. It then gets its whip to 49/40h, working the 5/1/0, 5/0/3, and 6/0/0 for +15fh, adding the chop for +13h, (49+28)/40h in total. That turns out to be a bit more overflow than needed, and Sisters can take its corn back to grow onto the silver mine.





I'm hesitant to dotmap the land right now, with a settler being several turns away, and lots of pesky fog around. Both cities will use some of their residual overflow on warriors to get to work on that. The tentative third city spot is the hill 1N of the sheep, followed by the riverside plains in between the pigs and horse.



The tech plan is to get a religion to pop borders at Sisters to improve the corn to bootstrap the third city, so it can start using the very strong plains copper to get some real units out. I think I'll go for Polytheism over Meditation to keep the Astronomy bulb as an option. I don't foresee a race for it, everyone will be trailing me towards Pottery. Then, either a precautionary detour to grab Hunting and Archery, or Writing for an Academy in the capital, or maybe an Oracle attempt?

Graphs:










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T26:

Two-turn day! On the other hand, this could be awkward:



I could either:
- circle around, declare war, and pick a route that doesn't leave my scout in range. This could take another 5-7 turns.
- declare war, move N-NE, and hope he understands that I just want to go home frown

Domestically, I checked the numbers, and they all line up. Just enough commerce to finish Pottery this turn, just enough fh to finish the granary at EOT28. I haven't done the exact math, but that should give roughly enough time to grow to size 6 and whip a settler. If I find myself without enough cottages to grow on, I'll just have it build a settler and 2-pop whip it.
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How optomistic are you of grabbing that plains hill front you wanted now? :P
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It certainly doesn't seem likely. I'm really curious about where greenline is relative to ruff, because I don't fancy being Byzantium's only land neighbor :D
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T28:

Granary finished, 3 workers set to get a route between our cities and mine the silver on T30. Started Hinduism. Demos will look bad for a while until we leverage the extra food/whips. I also declared war on Ruff, but tried to path through rough terrain near his capital to dissuade a warrior attack and hopefully get city visibility.




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