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t21 -
Well here's an interesting choice:
I can race it back to my borders, but the Workers are due to be improving to the NE so all it's going to do is sit on a few improvements. Instead I'm going to send Yaffle on a loop around to the East and bring him back to the N where the Settler is going. In the meantime there are 2 Bloodpets due before the Goblin reaches Bagpuss, so we'll have a defense up and running.
The C&D department had a minor heartattack this turn when DaveV followed last turn's 18 score points with another 23 points this turn. But then I realised that since he's CRE, he gets the land points for 1st and second ring on subsequent turns. He's still at Size 1, so probably went Worker-Worker, while Ventessel & Jalepeno are size 5 and Aurorarcher is size 4 (& will probably reach size 5 at his EoT), so they each went Worker-Grow. Bagpuss hit size 5 at EoT, then size 6 in 2 more turns.
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Hey undead lurkerdude,
What do you think of shifting city #2 from the spot between the Rice/Pigs/Cotton to the spot ENE of the Corn?
It feels like a filler-quality spot long-term, but it's about the only spot of value (imo) that shares the Corn and so would grow faster than any other spots so in the short term could be stronger and maybe set up a Cows/Dyes city further East. Bagpuss can spare the Corn at that point as it'll be at Happy cap and able to shift to Mines for only a small reduction i Settler time, and the shared riverside and hill can be Farmed and Mined respectively.
Once borders pop it also grabs the second Corn and so opens up the settling options in the Jungle River Valley area more.
It'd be a shame to lose the two potential Lighthouse Lakes, but I'm just really struggling to dotmap the Southeast / East at the moment.
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Uhh. You're right in that it is superior to the other spot by 2fpt until the rice farm is built (after which they should be equal, no? Irrigated rice=dry corn?), but it just loses out on so many other levels. Shares less tiles, brings less good ones into the fold immediately, is further away from where workers want to be building...
Idk. It all depends on how your micro shakes out, tbh. My instinct is still with the first spot, though - remember that it should only be a head for 2-e3 turns if you set the rice going immediately.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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t22 -
The Goblin decided to follow Yaffle rather than head towards the city. I'd have let it attack, but I wanted to see what was over the range:
If it continues to follow, this forested hill should give good odds so I'll pause here to absorb the attack.
I'm thinking that Animal Husbandry will have to be after Ancient Chants; I haven't seen enough Seafood yet to justify selecting Fishing over it.
Also thinking about what you said regarding city2. Essentially the Workers are free from completion of the second Cotton Plantation until Mining to road and improve tiles for city2, so there's time to get either site up and running. I'll look and see what the extra food gets me.
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t23 -
Changed my mind about the Goblin; if it's going to follow me, I may as well complete the circuit and bring it in range of a second Bloodpet who could clean up if the worst happens.
Oh, and it might solve one of my other persistent problems as well....
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:D
Though, tbh, he probably heads south this turn.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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t24 -
In other news; trying to do Worker micro while drunk is slow and painful with lots of double-backs, but I got it done. Ivor the Engine will be founded at the Rice spot on t36, and will grow to size 5 at the end of t44.
Also, DaveV finally grew to Size 2 last turn!
June 4th, 2015, 23:43
(This post was last modified: June 4th, 2015, 23:44 by Qgqqqqq.)
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Hahaha. That'll be an interesting read.
Will you kill the scout if you have ~78% odds (which are, IIRC, the odds of 3 vs. 2 +25%) on his scout next turn?
Oh and how are you playing this if you can't get me a '39 turn tonight???
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(June 4th, 2015, 23:43)Qgqqqqq Wrote: Will you kill the scout if you have ~78% odds (which are, IIRC, the odds of 3 vs. 2 +25%) on his scout next turn?
I've thought about it, but probably not. With the Goblin running around and the knowledge that there are other Lairs out there and potentially probably nearby, I'd rather not take a risk. Besides, although I'm not entirely happy about him circling around the city like he did, it was his only option at the time and he didn't try anything that first turn so I don't see a need to create antagonism at this stage.
(June 4th, 2015, 23:43)Qgqqqqq Wrote: Oh and how are you playing this if you can't get me a '39 turn tonight???
Priorities, mate.
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t25 -
Well this probably chucks all my micro out of the window
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