Posts: 2,744
Threads: 18
Joined: Feb 2013
Congrats on Hinduism! AH I think makes more sense as we have two fantastic tiles (7F Pig and 5F1H Sheep) which shouldn't be delayed.
What do the demos look like?
Posts: 3,924
Threads: 19
Joined: May 2011
Things are looking very good, I feel. We're #2 in Crop Yield despite only one Size 4 City and one Size 1 city (+3 in food compared to a non-Agricultural civ), we are tied for 1st in GNP (Though 5 of that comes from our holy city) and we are even competitive in production. Speedwagon has just finished a Warrior and will now work on a Settler: This should take 3T. I am figuring we will sent it towards Double Crabs and chop out a 1t Work Boat. Speedwagon will presumably then crank out Fast Workers, though I feel we should also build a scouting Warrior or maybe even two due to early Scout death. Kars has been putting hammers into a Warrior since it building a Fast Worker was worthlessly small (11T for one, the capital can build 2 + be 1T away from a third in that time), so that will probably be a scouting Warrior. Our research path is AH -> The Wheel -> Pottery, to my knowledge. The Fast Workers will move to improve the Animal Husbandry plots (The Sheep are a nice 5/1/1 tile! 7/0/0 Pigs!) in addition to Work Boat chopping, then lay cottages all around, in addition to helping what should be our fourth city or so by then. Do you feel this all sounds good?
Posts: 2,744
Threads: 18
Joined: Feb 2013
Very nice. I agree that sounds like a good general plan, but the devil is always in the details, i.e., timing FW chops and movement with AH so as to improve those AH tiles as efficiently as possible. Do you have a micro plan for the next ten turns?
Those demos are as of T35? Given our traits, we should be high in CY and MFG.
The issue with double crab city is the need there for culture to grab the second ring crab. I think that's a better long term plant, but am curious if moving the city 1E is better as it can share the pigs.
Posts: 3,924
Threads: 19
Joined: May 2011
(May 29th, 2014, 13:39)wetbandit Wrote: Very nice. I agree that sounds like a good general plan, but the devil is always in the details, i.e., timing FW chops and movement with AH so as to improve those AH tiles as efficiently as possible. Do you have a micro plan for the next ten turns?
Those demos are as of T35? Given our traits, we should be high in CY and MFG.
The issue with double crab city is the need there for culture to grab the second ring crab. I think that's a better long term plant, but am curious if moving the city 1E is better as it can share the pigs.
I can't take a look at the game right now, but sharing pigs does seem like a good idea, so I will look into it. I don't really know if there is a better longterm city in our immediate area, but I will take pictures of said area for you when I can get on. I do not have a micro plan for the next T10, but I can try to make one, though it'll probably be like my earlier horrible micro.
Posts: 3,924
Threads: 19
Joined: May 2011
Posts: 2,744
Threads: 18
Joined: Feb 2013
I don't know what is best at this point, just throwing out suggestions for us to evaluate. It's useful to frame in terms of an overall dotmap as well as what enables quicker growth.
The current position of the 2 crabs city allows it to grab that FP. The next southern city, if we keep crabs where planned now, would be 2S of the Sheep on the Plains Hill (holy lake food +2 hammer plant) or 2S1W to pick up the clam. Next is 1NE of the southwestern peak to grab both seafoods.
That 2crabs city really needs culture and a lot of worker love. Aside from a lucky Hindu spread, we'll have to dump some hammers into a monument to open up the FP and the 2nd crab. It's a useful city, just a slow starter. I don't know without doing some micro, which I can try and look into tonight, whether 1E adds more by the fact that it can share and work an improved tile fairly quickly, and not need as much worker support.
This is where our lack of scouting hurts us as we lack information. I think that crab city, whether in place or 1E, is the best option at this point to our knowledge.
Posts: 2,744
Threads: 18
Joined: Feb 2013
So I peeked at the layout and can see that we're ready to whip another FW in the Capital after the settler is done. In terms of where to settle, I see the northern fish city as an option also. I would settle it for the first ring so you don't have to waste hammers on culture. If you do this, you can also start chopping the grassland forest for that city's workboat. I think the crabs city though, has the same type of worker micro involved, but with greater upside if we get a lucky spread of Hinduism. The downside is that the settler has to spend 3 turns walking there instead of 2 for the fish city.
I'd also start fogbusting towards the southwest with that warrior in the holy city.
Also, after AH is in, save gold for a turn to enable 100% research. We are probably losing a beaker running at 90%.
Posts: 3,924
Threads: 19
Joined: May 2011
Got it on all accounts. I'll make sure to go to binary after AH or at least save for 100%. Do you think it is worth whipping the Fast Worker? We complete them in 3-4 turns, I suppose we want to whip it for max overflow like usual slavery stuff, right?
Something I think to consider is that the northern Fish city has one seafood in cultural range and that the double Crabs city does too, except double Crabs has another Crab in range when settled or can work the Pigs too if 1E as opposed to a Fish city that has the fish in range. I think crab city is also better because the Fish city really wants a Lighthouse for all those Lakes but we won't be getting sailing for some time. I am also not sure that building a monument will be a big deal in Crab city if we just whip it: We should be getting the WB out the first turn of settling if properly micro'd, the food grows us to Size 2 in like 4T, then we just whip the monument. Does that sound like a good plan for the city?
Posts: 3,924
Threads: 19
Joined: May 2011
Also, if we settle 2 Crabs at original spot andn ot 1E, it should be trivially easy to micro the Fast Worker looking at this, so a first turn WB. I think 1E takes an extra turn.
Posts: 2,744
Threads: 18
Joined: Feb 2013
Whipping the monument isn't a big deal, you're right.
As far as whipping the capital is concerned, maybe it's not the best idea since it's working 3 killer tiles that we always want to work. How long does it take to slow build? I'm counting 11 base hammers and 8 surplus food so ((11+(11*.5)) + 8) = 24) 24f/h for a 4 turn worker? Possibly some overflow too. Slow building might be better. If we do whip, managing the overflow will be a bit tricky given the 50% bonus to worker hammers. You should be able to whip it the first turn after it's started. Uncertain because whipping is usually the right play.
At some point, we should probably think about when to revolt in order to convert to Hinduism. Not to mention start praying for some spreads!
|