HALLELUJAH!!
~AI is dumb, AI is dumb, I'm the luckiest bastard around~
The Very Nearly Dead Slinger With a Temporary Reprieve withdraws into the city and promotes to Volley. We'll be swinging at 22 STR vs the barbs that linger around the city Not enough to instantly kill the slinger - if I understand correctly you need +25 STR to do 100 damage on a high roll and +38 to guarantee it from a low roll - but I'm feeling confident enough to keep on with the Builder -> Chop Slinger into Settler plan and have the Warrior continue western exploration. The barbs could still pillage the pasture if they play their cards right, but it would only delay the Settler by a turn. Which would be unfortunate but probably better than I should have expected to get away with with such a shoestring military
Speaking of Settlers, here's some screenshots with my increasingly-indecisive musings on city sites. Main decision point right now is whether to settle Saunders on the northern or southern site. But that influences and is influenced by where I plant Kuro, Pravda, and Anzio. Spotted some interesting clay across the bay from the original Prava site, so moving west is an option. Drawback is that it might start to stretch what I can reasonably claim in time - haven't met whoever is my western neighbor yet. I'm not sure if it'd be nice or a disaster for MP to have the "Would you care to sample our hospitality?" option?
I think the southern Saunders site is stronger for the city itself: has a 1st-ring wheat and being on a plains hill gives a 2 City Center. But as Hojo, how it fits into the broader puzzle needs to be taken into account. So have to explore a bit more along the western river to be sure. Unfortunately the western horses are disrupting the district carpet - perhaps preventing a triad - but it should be manageable. Can at least split into pairs.
Other decisions I'm mulling over but have a longer time horizon on:
1) Whether to have Ooarai get its Campus before the currently-planned Encampment. Campuses are super handy, especially if I land Jesuit. But the timeslot for the Encampment is before I know for sure what Religion I'm getting. The city is not going to have the population to get the 3rd district until turn 80ish, so depends on whether I'd rather have added protection from Rome (and Great General points) or somewhere in the neighborhood of 120 To an extent it's a Play To Win vs Play To Not Lose decision, but as my first game I'm not so sure the 2nd option is invalid Due to the mountains a city wall might be enough to disrupt a Roman attack from the frozen wastes itself? Obviously not indefinitely but perhaps keep from getting rolled by a gang of Legions. I know building a Swordsman increases the city's defensive strength but I forget if I need an Archer/Crossbow to bump up the ranged attack strength. Might need the 2nd attack if the latter.
2) Whether to have St Gloriana (City 3, due ~T42) use its starting Encampment build to chop out a Barracks. This would be largely to get a citizen slot since the city has mostly grassland around. The inherent + doesn't hurt either. The alternative would be to use the builder charge to build a Pasture on their Horses. We'll get this pasture eventually but it'd be in the neighborhood of an additional 20 turns away. Or could chop the Encampment into faster Walls.
I keep meaning to recap the scores from the past few turns but thus far I haven't gotten around to a proper analysis yet. For now, we've moved up to 4th place!
~AI is dumb, AI is dumb, I'm the luckiest bastard around~
The Very Nearly Dead Slinger With a Temporary Reprieve withdraws into the city and promotes to Volley. We'll be swinging at 22 STR vs the barbs that linger around the city Not enough to instantly kill the slinger - if I understand correctly you need +25 STR to do 100 damage on a high roll and +38 to guarantee it from a low roll - but I'm feeling confident enough to keep on with the Builder -> Chop Slinger into Settler plan and have the Warrior continue western exploration. The barbs could still pillage the pasture if they play their cards right, but it would only delay the Settler by a turn. Which would be unfortunate but probably better than I should have expected to get away with with such a shoestring military
Speaking of Settlers, here's some screenshots with my increasingly-indecisive musings on city sites. Main decision point right now is whether to settle Saunders on the northern or southern site. But that influences and is influenced by where I plant Kuro, Pravda, and Anzio. Spotted some interesting clay across the bay from the original Prava site, so moving west is an option. Drawback is that it might start to stretch what I can reasonably claim in time - haven't met whoever is my western neighbor yet. I'm not sure if it'd be nice or a disaster for MP to have the "Would you care to sample our hospitality?" option?
Other decisions I'm mulling over but have a longer time horizon on:
1) Whether to have Ooarai get its Campus before the currently-planned Encampment. Campuses are super handy, especially if I land Jesuit. But the timeslot for the Encampment is before I know for sure what Religion I'm getting. The city is not going to have the population to get the 3rd district until turn 80ish, so depends on whether I'd rather have added protection from Rome (and Great General points) or somewhere in the neighborhood of 120 To an extent it's a Play To Win vs Play To Not Lose decision, but as my first game I'm not so sure the 2nd option is invalid Due to the mountains a city wall might be enough to disrupt a Roman attack from the frozen wastes itself? Obviously not indefinitely but perhaps keep from getting rolled by a gang of Legions. I know building a Swordsman increases the city's defensive strength but I forget if I need an Archer/Crossbow to bump up the ranged attack strength. Might need the 2nd attack if the latter.
2) Whether to have St Gloriana (City 3, due ~T42) use its starting Encampment build to chop out a Barracks. This would be largely to get a citizen slot since the city has mostly grassland around. The inherent + doesn't hurt either. The alternative would be to use the builder charge to build a Pasture on their Horses. We'll get this pasture eventually but it'd be in the neighborhood of an additional 20 turns away. Or could chop the Encampment into faster Walls.
I keep meaning to recap the scores from the past few turns but thus far I haven't gotten around to a proper analysis yet. For now, we've moved up to 4th place!