Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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Oxy Hates Making Sandboxes

AW, so no way to be sure, but I would guess that Ruff and Q have 3-4 and I think Commodore settled just settled his fifth city in the location identical to Lupin(I can see new borders there). I settle my sixth city next turn, though after that I'll be out of good sites until IW.
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Turn 57-59




Finally started work on a GS. Hiring the extra scientists pulled the monarchy eta down from 3 to 2 smile. After monarchy, I'll save gold until I build an academy in the capital, at which point I'll blow through math and HBR along with a couple cheap ancient techs.




Chariot is poking around the lake center, I'm hoping to disrupt Q's settlement of this area.




Turn 58, Lockhart double whipped its worker. Next turn, I revolt to HR+OR. The turn after, Lockhart will one-turn a missionary for the clams-corn-deer city. Then it'll build two more missionaries while growing to size 6 before whipping a settler for this location:




This may seem like a bit of a reach, but it's actually very defensible. It's on a hill, behind a river which makes it very hard to attack from Q's perspective, even after gunpowder. A peak and lake prevent it from being one-moved along its diagonals and I can play zone-defense between it and Mad-eye pre engineering. Best of all, because of the placement of the lake, Q can't fork the two cities. Maintenance will be annoying, but this city locks down the Q front, as well as securing two food resources and a wealth of riverside grassland. My major concern is preventing Q from settling a competing city first.




Oh and Commodore built the oracle. Doesn't really change anything.




I have no idea why Ruff is garrisoning his city like that. With his sentry, he can see that my troops are in a defensive posture so he really doesn't need that many there. Maybe he wants to attack? Of course, archers and warriors make pretty terrible invaders. Ruff is in HR, so surely there's a better use for those junk units than garrisoning a size 4 city.

Anyway, Monarchy research is in so:




viva la revolution




Chariot was damaged by a barb warrior, but it'll stay in place for now. That vision is pretty awesome.
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Turn 60-61




The inane accretion of junk units continues. I'm pretty sure that Ruff still doesn't have hunting, which seems pretty idiotic. With 2 CG3 archers on this front, I can't take advantage of this, but somebody should.




Q is chasing off my chariot here, supposedly in anticipation of staking his own claim to the rivery center.




Yeah, it really looks like he's putting a city here. That leaves the question of where to divert the incoming settler out of Lockhart if Q maintains his military presence here. Here's where I'm looking(ignore the research):




The X spot is very secure against Ruffian assault. It's a decent spot which grabs an oasis and a shared deer. The major downside is that it'll be somewhat marginalized long term with no unique food resources and weakish terrain. And, with no forests it won't have the fastest start either.

The X? spot is better in every way... except that it's not that defensible. Ruff can attack it with 2-movers out of his territory and it lengthens my front with Ruff from one to two cities, which is a pretty big deal. Still, the city grabs a forest and grassland sheep second ring and with an instant missionary for culture and stone for walls, I think I could defend the city pretty well.




Here's the other option. The city grabs a grassland sheep and a plains hill sheep 1S. It also has a forests to chop out a granary and walls. It should be noted that Q(who is in to the south of the city in game) has not settled this area yet. If I can settle this city first, I have a chance at dominating the region culturally. I do hate settling flatland cities right next to hills, but this seems like a decent choice. Any thoughts CW?




We're moving up in the world! Quirrell will grow to size 12 over the next 10 or so turns. Note that Ruff rushed for early academy+HR, but still has a size 7 capital.




Random UI bug. Anyone know what causes this?




Lockhart just one-turned a missionary and will now build another one while growing to 6 before triple-whipping a settler. This isn't a great candidate to grow tall with until I can get the HE up to make non-resource mines good tiles. Until then, I'll keep sharing cottages and whipping.




Lupin, on the other hand, is going to be growing as tall as possible over the next 15 turns. Being a front city, I need to have a lot of military here anyway so happiness isn't a big problem. It's already making great commerce and 12hpt at size 7.




Finally, the capital in all its glory. Soon to be a proud owner of an academy and 50 beaker output at max research. 2 workers here are building cottages on the plains river tile 1N and then on the bare grassland to share with Umbridge. Finally, they'll cottage/chop all of the rest of the riverside plains which will go into stables/HA's once math and HBR come in.
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Ruff seems to be a bit behind, I'd go for broke 1E of the X? spot. You get first ring sheep and a claim on the corn there. You also pick up a forest for faster development. The oasis is neat, but you can pick it up with a filler city later.
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Aren't you running out of city names? You could use "Crouch" I suppose.
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Do you need me to play a turn or two for you? If you leave plenty signs, I should be able to implement your plans.
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(February 1st, 2014, 17:10)Catwalk Wrote: Do you need me to play a turn or two for you? If you leave plenty signs, I should be able to implement your plans.

In the future this would be awesome. Unfortunately, I didn't have a lot of forewarning here as I got stuck in an airport for way longer than I expected and didn't have a civ-capable laptop with me.

(February 1st, 2014, 16:48)NobleHelium Wrote: Aren't you running out of city names? You could use "Crouch" I suppose.

Merrythought works as city 8. After that, I'll probably go into the other teachers.
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Turn 62-64




Confirming that Q is going to beat us to this area




And it looks like he's getting to the FP area first too...




Sigh...

I guess it was too much to ask for Q to delay settling of such lush cities. What about the sheep city by Ruff?




frown

So yeah, really being pushed on all sides. The good news is that I've already grabbed a decent amount of land for myself and have the best economy, food and military. These are not demos to despair about:




So here's where I think my next city will go:




It has a lot of forests to chop into walls and a granary, as well as a grassland sheep and plains sheep contested with Q's city. Longer term, it'll be a little food poor, but it should make a decent contribution to the empire.




Eot63, Mad-eye spawned a GS which is going for an academy in Quirrell. Now it's picked up the spy specialist for an 8-turn GP. If it comes out as a scientist, it will go for an academy in Lupin. If it's a spy, I'll use it to scout out everyone's land before firing a GA. The next GP after that is coming out of Umbridge, who will almost certainly go for a GA to speed along the liberalism line.




In more good news, Lupin popped it's borders here giving me marble and unparalleled cultural control in this region. Lupin will be my eventual MoM city so I'll be really pushing culture here.




Ruff is really tempting me here, I'm interested to see if he will gaurd this worker




Q is being annoying. His power is respectable now, so I'm increasing my forces on this front. For now, all of my cities here are very defensible.
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Those are excellent demos indeed, you've played a great start. Probably the most important thing now is playing it safe and not inviting any opportunism against you. Keep your military strong and be ready to strike opportunistically if you see a neighbourly dispute, but avoid being the aggressor IMO.

I don't think you're allowed to use great spies for anything but launching a GA, that's how a "No Spies" ban is usually intended. If so, I wouldn't work the spy specialist (you don't really need the EP imo and you have other good tiles to work). If you spawn a GS instead, are you sure you wouldn't rather settle him in Quirrell? Or going for academy + settled GS in Lupin, if you think that's the better commerce location. I don't think desert hill gold is amazing, and +8 from Palace is significant.

A settled GS gives you 6*1.75 = 10.5 commerce and 1 hammer. I think an academy in Lupin gives you a little less than that, with around 25 commerce and maybe 60% science rate at break-even? Long-term you will also get Rep bonuses from settled scientists and further boosts from monastery and Oxford. I guess they're probably fairly even economically, and the academy does give you more culture if you need that.

What are your wonder plans?
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(February 3rd, 2014, 12:05)Catwalk Wrote: Those are excellent demos indeed, you've played a great start. Probably the most important thing now is playing it safe and not inviting any opportunism against you. Keep your military strong and be ready to strike opportunistically if you see a neighbourly dispute, but avoid being the aggressor IMO.

I don't think you're allowed to use great spies for anything but launching a GA, that's how a "No Spies" ban is usually intended. If so, I wouldn't work the spy specialist (you don't really need the EP imo and you have other good tiles to work). If you spawn a GS instead, are you sure you wouldn't rather settle him in Quirrell? Or going for academy + settled GS in Lupin, if you think that's the better commerce location. I don't think desert hill gold is amazing, and +8 from Palace is significant.

A settled GS gives you 6*1.75 = 10.5 commerce and 1 hammer. I think an academy in Lupin gives you a little less than that, with around 25 commerce and maybe 60% science rate at break-even? Long-term you will also get Rep bonuses from settled scientists and further boosts from monastery and Oxford. I guess they're probably fairly even economically, and the academy does give you more culture if you need that.

What are your wonder plans?

It was specified that Great Spy's could leave your territory and the spy specialist cuts the eta on the GP by 4 turns, so it's definitely worth it.

You make a very good point about settling vs. academy. I'll have to think about it some more if I do generate a GS.
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