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Intersite Game - Turn Discussion Thread

Looking good, although I have to say the axe's view from that hill is disappointing.

If we're using two workers to improve iron, we'll need a few turns still to prepare a southwestern city. When were you thinking of whipping the settler, Sullla? If we don't whip it next turn (and I don't think we should), we can grow to size 7 on t76 instead, since gems will be online t77. We can then whip the settler t77, or (my preference) t78, after gathering enough food that we'll regrow to size 6 on the turn of the whip. This also speeds up sailing by a turn, fwiw.

Minor detail: I'd rather spend a turn mining the plains hill NE of GM than cottaging the plains 1N of GM.

P.S: I agree with T-Hawk on city placement. Let's have the axe in GM check out the fogged tiles.
I have to run.
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I don't think we should save room for a city to the east to work the grass cow. In fact I think it would be counter-productive to plant a city there. There is currently an unused flood plain 3E of GM (in the flood plains pack south of AO) that we should catch by planting 2S1E of (this tile is also 2N1W of the eastern wheat). This doesn't leave room for any other cities east of the grass cow, and if we don't plant like that I don't see any reasonable way to work that flood plain.
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I also favour Yellow spot. It turns a desert tile into something useful and also makes the settling in the east less awkward.
Note that the mountains rule out any city that can grab the cows and the eastern(!) dry wheat. So squeezing in a city between Red Spot and the mountains does not look very nice. With Yellow Spot we have the chance to not have any of the mountains end up in the BFC of a future Blue City.
[Image: swcitycopy.png]

I also put in Stone City (in white). Purple area, especially the plains hill tile looks promising.

Also, agree on binary research as by T-hawks suggestion and agree on the scout 1-step movement.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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FYI Novice about the tracking thread - you can delete your own posts now. There should be a delete button in the bottom-right corner of all your own posts.

edit: yeah I lied. sorry to hijack then, I wrote this with the intention of deleting it once Novice saw it and deleted his lol
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You can't delete your posts in this forum. Probably related to the fact that this is a private forum.
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Agree that we shouldn't try to squeeze in another city between the mountains and the cow. Yellow can work all the tiles west of the mountains, and we plan to put in another city west of the southern river anyway, so missing some riverside tiles there is no big deal. And it can get both the wheat and the cow improved ASAP for strong growth and some sustained production.

Ie, I favour Yellow.
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Well somebody deleted my post already, so it's all good. smile

Also, you all have convinced me that yellow spot is better than red. Arguably we should scout the area south of it if we have time, in case 1S of yellow is even better. It loses the overlap with GM, but nothing else.
I have to run.
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Of those three spots, yellow looked most appealing to me. Of course, I wish we had more scouting info down there to inform our dotmap.
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(December 6th, 2012, 17:43)novice Wrote: Well somebody deleted my post already, so it's all good. smile

Also, you all have convinced me that yellow spot is better than red. Arguably we should scout the area south of it if we have time, in case 1S of yellow is even better. It loses the overlap with GM, but nothing else.

Actually, studying MH's screenshot, yellow spot is such a good fit that there would have to be something very juicy down south for us to move it 1S.

Also, a city on the plains hill 2W1S of clams is an obvious filler between yellow and stone, even if it doesn't pick up any new food resources.
I have to run.
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Also, we can get yellow off to a roaring start using three workers, even with no chopping:

T0: City settled, +3F, 3/22F, start improving wheat (3), 2/60 granary
T1: Wheat improved (2), road (1), +5F, 8/22F, 6/60 granary
T2: road (1), cow (2), +5F, 13/22F, 10/60 granary
T3: cow (2), cow-road (1), +5F, 18/22F, 14/60 granary
T4: cow-road (1), +5F, 23/22F, 18/60 granary
T5: size 2; +7F, 8/24F, 28/60 granary
T6: +7F, 15/24F, 38/60 granary
T7: +7F, 22/24F, 48/60 granary
T8: +7F, 29/24F, 58/60 granary
T9: +8F, 13/26F, 68/60 granary, borders expand

So in 9t the city will be size 3, the granary will be completed in 10t. The borders just popped too, meaning we can save the three forests for something else than the granary. I'm assuming we can pick up a flood plains or two from GM.
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