I agree with Novice that we generally should play early. However, when we move our warrior away to the southeast (mainly T20 and T21 if we make another SE/E move), it might be an idea to wait out Apolyton, CFC, and CivFr.
The resst of the teams start with scouts, or have other things to think about.
I've found a way to get a T26 warrior out of Adventure One. We start building the settler three turns later, but build it one turn quicker (due to building it at size 4 and with 2 overflow from the warrior), and gain a second turn since our workers can manage to road the Mansa's Muse tile.
Mansa's Muse (T33): Warrior (T42 or swap T40) -> Worker
Worker 1 (T10): Move NW and Farm Corn (T10-T14), Move NE and pre-road (T15), Move E-SE onto deer (T16), camp deer (T17-20), Move S and pre-cottage grass (T21), Move SW and pre-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 and road (T32), Move NE (T33), Road (T34), Move E and farm (T35-36), Move N to gold (T37), mine gold (T38-39)
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 and road (T32), Move NE (T33), Road (T34), Move E and farm (T35-37), Move N to gold (T38), mine gold (T39-40)
Settler (T33): Move E-E (T33), Move NE-NE on roads and settle (T34)
The tile, build, and worker management is quite interesting. I've chosen to try to get our second settler out ASAP, but there might be room for improvements.
This sim will delay the gold mine to T40, and our second settler to T47, but we will gain a bit of commerce, and a lot of flexibility and military safety. It will also require quite a bit of overflow management and tile swapping.
But the main gain here is obviously in the military safety. MM can probably start on a granary after the settler/after founding, too (AO can't, if we are to get the T47 settler, due to reliance on overflow).
Note the revolt to Slavery on T39. AO grows into unhappiness on T39, since the gold mine isn't finished until T40 here. One option would be to split the workers and mine and farm both finishes on T39, but that would delay growth in AO as well. An alternative could be to work the unimproved corn in MM.
I can't guarantee my writeup of the tile management is free from errors. I think it's correct, but I've edited it for too long already.
Another option, after realising I had probably lost a few too many worker-turns in the prior sim, and didn't use the grassland cottage until T40 anyway.
The key here would be to road the forested MM tile with one worker instead of two, and maybe leave one cottage unfinished (probably the grass one). That way we can get the 4t-growth in MM, and the gold mine on T39.
I'm not up to write up the entire worker- and tile-management yet, but it's doable.
So overall we would delay settling by only one turn?
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
Correct, we reclaim one turn by building faster (14fhpt instead of 13fhpt) and one by roading the MM tile (trading worker actions for a quicker settling).
And there are plenty of inefficiencies in my sim, so I will try to rework it and find any errors in the writeup. We can eg still get a 4t growth out from MM.
Now I've managed to work out the kinks in the T26 warrior micro. We will delay our first settler to T33, will get the mine up and worked on T39 (delay of one turn), but will have one warrior from T26 and another from T39. If we finish the warrior from Mansa's Muse we can get a T42 warrior there as well.
I have had to work forests for a few turns to grow and get enough overflow from the warrior builds into the settlers, but OTOH we gained five cottage-turns on the second floodplains cottage, which should more than make up for that.
We need to decide on this plan now, since it will impact our scouting patterns! See below for details.
Option: 1W of Corn, T26 warrior with improved worker management
Mansa's Muse (T33): Warrior (T42 or swap T40) -> Worker
Worker 1 (T10): Move NW and Farm Corn (T10-T14), Move NE and pre-road (T15), Move E-SE onto deer (T16), camp deer (T17-20), Move S and pre-cottage grass (T21), Move SW and pre-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 onto MM tile (T32), Road (T33-34), Move E and farm (T35-36), Move N to gold (T37), mine gold (T38-39)
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 and road (T32-33), Move NE-E and farm (T34-36), Move N to gold (T37), mine gold (T38-39)
The finished development will be similar to the images from the my earlier T26 warrior sim, but one turn ahead.
Notes:
A warrior will be needed both 1E of the deer and on the MM tile between T32 and T34. The warrior 1E of deer can just reach AO on T36 when it grows to size 5 to stop unrest, and the gold will arrive on T39 to stop unrest at size 6.
We did a mistake earlier (but for good reasons) by sending our T18 warrior SE. Our T26 warrior cannot reach Red and get to 1E of deer on T32. But our current warrior can do it, and then we can send to T26 warrior SE-SE on T26, SE on T27, and get back to 1E of deer on T31.
Thus, we have a finite time window to implement this plan if we are to scout our entire south - we have to start with sending our warrior east and scout Red on T25.
I think you're overvaluing the warrior a bit here. As long as we get the current warrior back up to defend the settler when needed, I don't think we need to worry about getting another that fast. The other teams haven't met us yet and with the barbs its really unlikely that any of their warriors are making a beeline at us. As for our scouting, we'll get to it soon enough. We already know where our city is going and it's not necessary to sink more resources into another fast warrior. I say we just stick to the plan. The land under that fog isn't going anywhere.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Great job, kjn. Could you give us a full comparison of our T40 situation for our current plan and your revised plan? Screenshots, tiles developed, and accumulated beakers, food and hammers. It's just hard to get a grip of the various pros and cons at a cursory glance.
Here, have the savegame. Pictures can be found in my first T26 warrior sim - the only difference should be that both workers are ready to move in my latest sim but weren't in the earlier one (ie we are one worker-turn ahead), and that in the screen shots there I revolted to Slavery on T39, so we are one turn behind compared to if we wait with the revolt.
Easiest comparison might be in cottage development, my current one has:
Flood plains hamlets: 16t & 18t to villages - total 26 (14+12) cottage-turns
Plains cottage: 5t to hamlet - 5 cottage-turns
Grass cottage: 9t to hamlet - 1 cottage-turns
Our current plan (the one we use right now) has, if I read the micro plan right:
Flood plains hamlet: 15t to village - 15 cottage-turns
Flood plains cottage: 3t to hamlet - 7 cottage-turns
Plains cottage: 7t to hamlet - 3 cottage-turns
Grass cottage: 7t to hamlet - 3 cottage-turns
So we are 4 cottage-turns ahead compared to our current plan.
I tested the whole thing myself, and it definitely works. Having another warrior around will also make everything so much safer when settling Mansa's Muse. This is a very slick plan. I especially like the way it works the grassland forest tile on T25 to create the perfect amount of overflow into the first settler. I approve, and I think that we should switch over to this right away.
Where do you want the current warrior to move? Back a tile NW, I'm guessing, and then heading over to scope out the southwest corner. Is that correct? I'd love to be able to play and end our turn quickly once more.