November 29th, 2012, 12:17
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(November 29th, 2012, 01:32)novice Wrote: We'll be working the 3/3/0 cows tile, not the 2/1/6 gems tile.
Hmm, I guess we do need to fill the granary quickly and get up to the size 2, but in a vacuum, I would say the gems mine is the stronger tile.
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
November 29th, 2012, 12:30
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I've been thinking some more, and I believe the T77 mine is the stronger play. Not because the gems come online sooner, but because it means the five workers can be further south in our empire on T78.
I'm thinking of getting the spices city up relatively quickly, and while it can get the corn to grow quickly it will need a chop for its granary, a road connection, and a cottage on the flood plain relatively quickly. And all our core cities need at least one more cottage each.
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November 29th, 2012, 18:01
(This post was last modified: November 29th, 2012, 18:09 by kjn.)
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Another plan, based on Novice's, under tab "T77 gems+spices". Not many changes, but I think this is pretty solid up to T80:
Two settlers on T80, can found Spices on T82; southwest city (if on hill) on T83 T82
Shrine on T85
Calendar no later than T90
I think the actual game has 1g more than noted in the plan.
Workers B and D should probably do their worker actions to better support our southwest city.
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November 29th, 2012, 21:18
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This is what I came up with after working on this today: https://docs.google.com/spreadsheet/ccc?...li=1#gid=0
Here's a save: http://dl.dropbox.com/u/19563179/ISDG/IS...dSwordSave
I don't know how to lock the spreadsheet to keep people from changing the information. Please leave everything as-is for now. Some explanation of my thoughts:
* This largely follows the previous plan, except that it double whips the settler in Adventure One on T77 instead of triple whipping it on T74. Overflow is again designed to be maximized in the capital (whipping at 69/100 foodhammers).
* When Mansa's Muse didn't have a good tile to work, I had it work a Priest specialist over a plains hill, as we had in some of the previous plans. We have no pressing need to complete a library there.
* Horse Feathers builds one worker, then double-whips a second one, timed to overflow into a galley the turn we complete Sailing. This galley is then chopped to completion a few turns later. We also have a road completion to the German team on T79, the turn we discover Sailing. (This is why the workers road at the banana tile before clearing the jungle.)
* The plan has us founding a city in the southwest on T79; we'll have to fill in the exact details over the next couple turns of exploring. The spices city is founded T82 on the desert hill. We produce a third settler out of Mansa's Muse with a triple whip eot 83, it can load into a Horse Feathers galley on T85, land on T86, and found stone city T87. I hope that this is a good compromise for those who wanted to land at the stone city as fast as possible. This was the best compromise I could make between sound economic development and getting access to those resources quickly.
* The tile assignment for the capital/Mansa/Focal Point was microed pretty heavily. I was very happy with the balance struck here between growth, commerce, and settler whip cycles. Please do feel free to take a hand at this, I'd like to see someone try and beat these numbers. But there is a rationale for just about every tile being worked every turn. Mansa's Muse in particular hits some very specific growth targets.
I notice now that kjn has also posted some thoughts; I'll see what that plan looks like and give some more ideas.
November 29th, 2012, 21:20
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I don't think that spreadsheet is publicly viewable.
November 29th, 2012, 21:26
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November 29th, 2012, 22:50
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If we get the stone city on T87, any interest in going for the Hanging Gardens at Focal Point? It could start trickling hammers into the aqueduct now. We could set up the 5 forests to chop into the wonder all at once with no risk. And Focal Point might even make use of the aqueduct health someday, being off fresh water.
November 29th, 2012, 23:33
(This post was last modified: November 30th, 2012, 00:23 by NobleHelium.)
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I'm more interested in dumping hammers into GWall after we get the doubler for either fail gold or extra GPP at MM (not that the two are mutually exclusive).
And yes, Nic, this only applies if CFC hasn't built the wonder by then.
November 30th, 2012, 01:50
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(November 29th, 2012, 22:50)T-hawk Wrote: If we get the stone city on T87, any interest in going for the Hanging Gardens at Focal Point? It could start trickling hammers into the aqueduct now. We could set up the 5 forests to chop into the wonder all at once with no risk. And Focal Point might even make use of the aqueduct health someday, being off fresh water.
We need masonry before we can start an aqueduct, though.
With 9 cities and stone, we should build the HG if they're still available. We need to make sure we have enough forests for MoM too, of course. I would wait and see a bit. A HG plan needs to incorporate a MoM plan, imo.
I have to run.
November 30th, 2012, 02:40
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Agree with Novice here. One lesson that we need to take at heart is that if we want a wonder, we don't fiddle around with it. MoM has been identified as the must-have wonder for us.
We can realistically slow-build the HG. But the forests in FP should go to the MoM.
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