Alright, I played around with some different ideas about getting out an extra replacement warrior for the one that we lost. My conclusion is that we can run the same worker micro plan, and we can even keep the perfect 2 production overflow into settler that SevenSpirits designed for the capital. The downside is that our one existing warrior needs to be in some very precise places, and losing that warrior would be fairly disastrous. A lot comes down to how much risk (from barbs and enemy civs) we are willing to tolerate in these early turns. We can reduce our risk if desired by slowing down our second settler production by a turn. (I would prefer not to do this but it may be necessary.)
We pretty much have to squeeze out another warrior from the first build in Mansa's Muse. Otherwise we won't have enough warriors to cover all of our cities!
Here's the details:
Option: 1W of Corn, Extra Warrior Variant
Simmed: to T40
Settle: Banana
Tech: Hunting (T8) -> Pottery (T20) -> Mining (T28) -> Bronze Working (T39) -> Animal Husbandry
(Note: Run 0% tech on T33 and T39)
(Original): Adventure One (T0): Worker (T10) -> Warrior (T18) -> Worker (T23) -> Settler (T31) -> Warrior to 14h (T34) -> (swap T35) Granary to 12h (T37) -> (swap T38) Warrior to 17h (T39) -> Settler (T46)
Worker 1 (T10): Move NW and Farm Corn (T10-T14), Move NE and road (T15), Move E-SE onto deer (T16), camp deer (T17-20), Move S and cottage grass (T21), Move SW and road (T22), move SW and cottage floodplains (T23-25), Move E and cottage floodplains (T26-27), Move N and cottage (T28-29), Move NE and cottage grassland river (T30-31), Move NE-NE (T32), Move E and farm corn (T33-34), Move N (T35), Mine gold (T36-37), Move W (T38), Chop (T39-41)
Worker 2 (T23): Move SE and road (T23), Move SW and cottage floodplains (T24-25), Move E and cottage floodplains (T26-28), Move N and cottage (T29-30), Move NE and cottage grassland river (T31), Move NE-NE (T32), Move E and farm corn (T33-35), Move N (T36), Mine gold (T37-38), Move SW-SW (T39), Move SW and road (T40)
* On T32 we have our settler and both workers guarded by our only warrior (in the forest where Mansa's Muse will be planted). This is the only turn the workers and settler will be outside our borders. Better not get a bad dice roll on that turn!
* We now have to build a warrior in the capital somewhat faster (T36) or Adventure One will become unhappy at size 5 (T37) because we do not hook up the gold resource until T38. Sadly this means that we can't get that perfect 2 production overflow into a settler as planned. This can be avoided by sending the warrior in Mansa's Muse back to the capital, where it arrives perfectly on time to serve as military police... but then our exposed second city will be completely undefended. Up to us how much risk we want to absorb here.
* We still need a third warrior for our third city. I have the second city produce this, slowing down worker #3 slightly. Not really an alternative, however.
* This plan is obviously not as perfect as the one we had before. Still, we need one extra warrior out of Mansa's Muse at the very least so that we have at least one per city. Please try to find room for improvement in what I've typed here.
The only alternative would be to sacrifice commerce in the T45-55 bracket, and go for whipping our second settler (tile assignments and micro to be adjusted).
As far as I understand the barb mechanics kjn posted, we are somewhat safe from barbs, considering that they only enter borders if their are 19 cities on the map or ,and that would really throw a spanner in our plans, when they can attack a unit just inside the borders (eg. worker). As for the other civs ... A standard full scouting circle around the capital would take around 35 turns. If somebody (WPC?) sends out warriors on tangents off into the fog, they might meet us much earlier.
I am slightly leaning towards replacing our lost warrior sooner rather than later. Just to be on the safe side.
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
Fortunately we don't have to decide until we get close to the build. We can force out a warrior more quickly (T36) or stick to the original play (T39). Big downside in the latter case is that second city is empty for the first 6 turns. Again, a lot depends on whether we meet anyone else. I'm not concerned about barbs, since they won't enter our borders and we only have workers/settler outside borders for exactly one turn. (We can always play turn last on the clock if enemy units are hanging around too. Cheezy but effective, don't move until you see what they do first.)
We have to make major changes if we want a warrior before T36, or if our only warrior dies while exploring. Pray that this doesn't happen.
I'm thinking about our scouting plan. While it will reveal plenty of tiles, it has literally no margin for error - the warrior won't arrive until T32 on the Mansa's Muse spot, and must move every turn.
Quote:I'm considering whether to send out our T18 warrior to do some limited scouting, but we'd have to be real careful with the unit. I'm thinking 3SW (to T20), then NE-4E-SE (to T26), then NW-3N-NE-E (to T32). That would leave our warrior on defensive terrain the entire time, would let us give basic scouting of our south, and allows the warrior back on the MM spot on T32 when the settler and workers needs an escort.
I'm thinking of skipping red. It gives by far the most amount of tiles, but lots of it is coast, and it's the most unsafe spot. The blue tiles are IMO the most interesting ones.
Skipping red means we can scout magenta and dark blue to T24, and be back to yellow (Mansa's Muse) on T30 instead, to clear out any barb animals. Getting a lion 1E of the deer on T32 would wreak havoc with our micro plan.
Of course, that also opens the question if we should skip blue as well, and focus scouting exclusively on the SE leg. That would mean we'd have time to go 1SE/1E of dark blue.
Light blue circle only reveals one new tile, since we know that one of the blue squares is flood plains. So I'd be inclined to skip the SW entirely.
Oh and that looks like a river bend in the red circle's SW corner (turning on tile yields can confirm), so the other blue square is probably flood plains too.
Yes, red circle is riverside. My tile-gazing makes me guess east blue square is a plains tile, and west blue square is a flood plains - the early screen shots of the map has plenty of annotations about tile bleeds.
kjn Wrote:Yes, red circle is riverside. My tile-gazing makes me guess east blue square is a plains tile, and west blue square is a flood plains - the early screen shots of the map has plenty of annotations about tile bleeds.
That sounds right. In that case we won't lose much information by skipping the SW - just a possible resource on the plains tile. Now that I've said that I guess that tile has our horse.
As turnplayer I'm happy to do whatever the team wants to do with the warrior coming out. I would love to get to that red tile in the southwest though, since that is a lot of tiles to reveal with one move... Wouldn't we be safe from all one-move barbarian units there? If the only units that could hit us are a panther or a wolf, and only if they happened to be on two specific tiles, I'd feel a lot safer about moving there. Knowing whether or not there are any seafood resources down there is a pretty big deal, I think - floodplains + seafood would make for a very nice third city, especially if we are interested in Great Lighthouse (which we probably are). I almost think the southwest is more important to reveal than the southeast, if only because Financial civs like to settle on rivers in the early game whenever possible.
Alternately, we can speed up our following warrior from T36 to T39, and could potentially use those three extra turns to scout the southwest corner. This delays settler #2 by one turn:
Quote:(Original): Adventure One (T0): Worker (T10) -> Warrior (T18) -> Worker (T23) -> Settler (T31) -> Warrior to 14h (T34) -> (swap T35) Granary to 12h (T37) -> (swap T38) Warrior to 17h (T39) -> Settler (T46)