Our scout was really unlucky you know ...
Do you know the odds of barbarian spawning? I'd hate to have to build a few more units so early. On the other hand, it should be pretty easy for our warrior to block dtay, or anyone else, from stealing the hut from us and we could switch one of the warrior builds to a scout. I'm not sure.
The promised demos:
![[Image: hJRomMM.jpg]](http://i.imgur.com/hJRomMM.jpg)
Just have to take the pictures at the right times.
I've been writing out the full plan I had worked up for red dot recently. Here it is, if you want to try improve it anywhere.
Worker 1
T32: Road 1E of Jetboy
T33-34: Road Marble hill
T35-38: Mine Marble hill
T39-42: Mine plains river hill
T43: move 1N of Jetboy, pre-chop(1/3)
Workers 1+2
T44: move 1W of Jetboy, road
T45-46: mine ph, 2W of Jetboy
T47: pre-chop, 1W of Jetboy(2/3)
T48: pre-chop, 1E of Jetboy(2/3)
T49-50: marble quarry
T51: Chop 1W, 1N of Jetboy(3/3 each)
Worker 3
T47
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re-chop 1N of Jetboy(2/3)
T48-49: marble quarry
T50: pre-chop 1W of Dr Tachyon(1/3)
T51: Chop 1E of Jetboy(3/3)
Jetboy - Size 3, 1/26f, Always working 2 fish + pigs
T32-35: Settler, 13hpt, 9 overflow
T36-38: 12fpt, 1hpt into warrior(12/15), Grow(11/28)
T39: Grass forest, warrior(14/15), 23/28f
T40: Plains forest, warrior(17/15), 34/28f
T41: plains hill forest, plains forest, worker(19/60), 6/30f
T42-43: Marble mine, ph mine, worker(61/60)
T44-46: As above, worker(63/60)
T47: switch ph mines, warrior(12/15), 14/30f
T48-49: 2 ph mines, settler(34/100)
T50: warrior(21/15), 22/30f
T51: Oracle(150/150), 30/30f
Dr Tachyon:
T36: settler move
T37: Found, work clams(2/22f), workboat(1/30h)
T38-41: Marble Mine(8hpt), workboat(33/30h),2/22f
T42: Netted clams, new workboat(4/30), 6/22f
T43-46: Clams, WB(8/30), 22/22f
T47: add ph mine, WB(14/30),2/22f
T48-49: change ph mine to marble mine, WB(30/30), 6/22f
T50-51: now marble quarry, Granary(10/60), 10/22f
Tech: BW(T39),Pottery(T44), Masonry(T48), Priesthood(T51), Monotheism?
I'm not really sure about the builds in Dr Tachyon after the WB, another worker also seems like a good option. If we got enough food, we could work 2 ph mines for 12 expansive hammers per turn into it. It needs a few farms and a granary to grow properly. The plan is also likely to change a bit when BW comes in. We have to two tiles, where all eligible surrounding tiles are covered in forest:
![[Image: x3kgcW8.jpg]](http://i.imgur.com/x3kgcW8.jpg)
Seems pretty good odds copper will fall in one of them.