December 2nd, 2012, 02:38
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By the way you might want to use the scout to see where his second city is and maybe defog it. Try not to get it killed obviously.
December 2nd, 2012, 14:56
(This post was last modified: June 15th, 2023, 11:36 by pindicator.)
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Popped in and played the turn. Set us to mysticism and kept our warrior in McDonalds. If we want to send him west to patrol the choke that is a possibility, although dangerous with the animals about. With the scout I decided to go through the fog. I figured this would let us know if Commodore put his second city to grab the riverside corn or if he pushed east towards us. Moving gave us the answer:
December 3rd, 2012, 15:54
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Turn rolled this morning. Scout SE seems right- what else do we need this turn?
December 3rd, 2012, 16:18
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I don't think there's anything else - I'll be home in about an hour and I can login.
December 3rd, 2012, 17:48
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Ok, we need to decide on this. I know we talked about double-whipping the worker at sz4, but here's the situation. Chop into worker just happened:
So let's see, a double-whip here gets us 55h (30 1st pop, 25 2nd pop) on top of the 20h we're getting from the chop. Base production would drop to 1h, for an output of 76h... That means an overflow of 28h which is pretty nice. Any objections to whipping? This will leave a clam unworked for a few turns which isn't particularly desirable, but this still seems like a fairly good use of the whip. Overview:
Note for the future - can we get in the habit of canceling chop orders at end of turns? I just ask because I logged in not realizing the 3rd turn of the chop was about to happen. I moved the scout, and suddenly got notified of the chop and briefly jumped as I was afraid the forest might have gone into the wrong city or something. It turned out to be fine, but it's helpful to cancel chops and leave signs if possible. No biggie, just a request . Scout:
Turn not ended as I'd like confirmation on the whip thing.
December 3rd, 2012, 18:08
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The whip math is a little off. You get 30/20/20/... in rbmod, so a 2-pop whip is 50h. Then pigs + 1 clam is 9 food-hammers for a total of 12 + 50 + 9 + 20 = 91. 31h overflow.
Put that into a granary? A third worker? Or a settler? The other option is a scouting wb but since tge known civ bonus doesnt happen til paper i dont think thats as necessary
December 3rd, 2012, 18:29
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Yeah I don't think a scouting wb is quite worth it yet.
I see 2.5 options:
1) Put it into granary, grow.
2) Dump the overflow into worker/settler, then swap to a granary while growing
3) Go straight onto worker/settler.
Depends on if we can get away with a 3rd city before a 3rd worker. I think we can given that we've relied so much on seafood here. More workers probably just means we use them to chop settlers, which is just an annoying way of artificially increasing our need for worker turns. We should probably talk tonight on where we want to plant our next city.
In the meantime, I'm going to pop in game and whip and end turn.
December 3rd, 2012, 21:03
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Put into granary is my vote.
December 3rd, 2012, 22:41
(This post was last modified: December 3rd, 2012, 22:41 by scooter.)
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After talking with Pindicator, I'm definitely on board with dumping 1T into a settler for the overflow, then swap to granary. Turn just rolled too.
December 4th, 2012, 00:00
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By the way I noticed the other day for the first time that McDonald's actually has an apostrophe.
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