Oh, no worries, I won't bite.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I write RPG adventures, and blog about it, check it out.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
Poll: How should I play this one? You do not have permission to vote in this poll. |
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Peaceful like a lamb | 5 | 12.20% | |
Gruff but defensive, like a billy goat | 4 | 9.76% | |
Aggressive, like Lambert, the Sheepish Lion post-therapy | 8 | 19.51% | |
A horrific mad hurricane of violent destruction, like a toddler | 24 | 58.54% | |
Total | 41 vote(s) | 100% |
* You voted for this item. | [Show Results] |
[spoilers] Commodore: Worse than Toku, it's Giggles of Siam!
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Oh, no worries, I won't bite.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Right you are, although it's more like peacebowsandaxes. We're finally getting food up and about while some of our opposition are dropping third cities (according to civstats, unless +2pt boosts are events...). Still, workers are happy in general. Poor Andy had to drop a turn roading over cottaging due to the slow pace of Pottery. Cest la vive, it's not like it was riverside anyway.
The real joy was swapping the capital to crabs this turn, sending us upward ever upward on the growth curve. I can't wait...we're looking at a very very nice foodhammer potential even donating the corn. This capital needs Civil Service and Monarchy, stat. The lovely boost in crop yield brings us up to...tenth. Um. Need to grow, I think that's a pretty clear micro-plan agreement too. The biggest question I have is actually if we need to build a worker or two before that fourth settler.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Erm.
Think about third before jumping to fourth.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(December 4th, 2012, 20:16)Qgqqqqq Wrote: Erm. Nah, we're definitely building the third once the capital gets to size five. We'll know where horses are before we jump, FWIW. In the meanwhile, let it grow let it grow let it grow! Scooter stayed his hand on the double-move, so I left his scout alive. Now he sees the wonderful settler-bait north too.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
So I took a screen shot ingame and marked it up with some fastest possible road to our landgrab cities.
Two slight problems: 1) Imgur is currently down. and 2) While we can have the roads in place to found the cities on t58 and 60 respectively that requires finishing a settler in the cap eot 54 and a settler in expansion city t55. Our current growth plan has us *starting* settlers on t 53/54 respectively. We have Andy available for chopping (I haven't rerun the math on where he'll be ) and can two pop whip for 50h in both cities. So we need to come up with 50 hammers from chopping/working tiles. I don't see a way to do that in time to match up with the road net. 2t delay means we'd have 4 worker turns available from Olaf and Nell before they need to start roading t46: we cottage as planned (cancel north cott with 1 worker turn each from Olaf and Nell respectively) t47: Olaf/Nell 1s and cott t48: Cot done t49: Start cott 1s of TM (capital cot W00T!) t50: Finish cott t51: [more likely t53 or 52 due to production constraints] Road Corn. t52: Olaf moves 3-3 to Plains forest (we need the second warrior parked on the Ivory ASAP btw. That plus our Eastern warrior barb spawn lock most (all?) of the south). Nel moves 3 and roads. t53: Nell finishes road, Olaf starts road. t54: Olaf finishes road, Nell moves 3-3 and starts road. t55: Nell finish road. Olaf 3-6 road. t56: Olaf road. Nell 6-9 road. t57: Nell road. Olaf 9-9 road. Settler + escort (lol) onto site 3 hill (if we can finish a settler t54 in LSG) t58: Olaf finishes road. Then found Friendly Valley (cost ~4gpt). Start Archer in FV. Nell 9-3 road. t59: Nell done road. Olaf 3-3 road. Settler to Ironwoods hill (with escort) (if we can finish a settler t55 in TM) t60: Road done. Nell moves to chop something. Settle Ironwoods hill. Start Archer. Add turns as appropriate to account for production delays. TLDR version: No we don't need another worker before our 4th settler. But we'll need a pair ASAP afterwards. Plus some Archers.
fnord
Early Generican Civilization along the River Valley
In the centuries leading up to 2000BC, much changed in the world. In India, Hinduism was founded, soon to be followed elsewhere by Buddhism. Worldwide, the slavery was institutionalized, and copper-bladed axes began deforestation that kicked off a global warm period. One of the most extensive cultures of this time were the Genericans of Southwest Moosesnakia. Within the greatest of the innumerable valleys of the region, the River Valley, the two Generican city-states of Lakeside Garden and of Tranquil Meadow prospered, the seeds of the waxing civilization that would soon conquer the whole region. The earliest of the two main cities was Lakeside Garden, in this time focused mostly on the produce south and east of itself. Up and down River boats and barges heavily laden with crabs and fish fed the city, as overland roads filled with carts carrying stone and ores from the southeastern mines in the hills beyond River. Around 2000BC the marble of the valley west of the city was quarried, another source of commerce for the city as the smooth white slabs were used up and down the river. North in the hills overlooking River stood the city of Tranquil Meadow, a central hub of the Upper River valley region. Maize mills and hill-mines near the city itself made it an important meeting place for the farmers of the lush region. Although The River is one of the southernmost great rivers in the world, the mild climate of the valley means that the region has always enjoyed comfortable, long growing seasons. Of course, given the primitive technologies of the time the large majority of the people in the early Generican civilization did not live within the cities. Farms and woodcutters' camps dotted the region, and along the banks of The River the first cottages were built, nexuses around which hamlets and eventually villages and towns would grow. As the years moved onward with relative peace and stability, the civilization grew impressively fast. War-bands from the cities and allied tribes in those years fought displaced barbarian tribes in the more-open plains and forests to the east of the valley. All the while, the influence of the Zulu in the region also intensified. Soon, the Genericans would break out of their single fertile valley and spread to all the others in their mountainous region, as well as ever eastward into the assegai-warded lands of the Zulu.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Looking good Commodore. I particularly like the shape of our graphs compared to our neighbours.
It's worth considering working the new cottage in LSG on t50 rather than the corn. LSG will grow to size 4 at eot 50 either way and we can pack a bit of extra food into TM that way. Also: We're about to be at our non-garrisoned happy caps in both cities. If we're going to max size, we'll need either a 4th warrior or one of the spawnbusters home. Or we could just start on a settler at size 3 in TM instead of building a somewhat dubious granary.
fnord
(December 9th, 2012, 00:24)Thoth Wrote: Also: We're about to be at our non-garrisoned happy caps in both cities. If we're going to max size, we'll need either a 4th warrior or one of the spawnbusters home. Yeah, that's going to have to be it. I blame Boudicca in my duel and DuGaulle in my PBEM, Chm is messing with my happy caps. I swapped TM to a settler, we can pop it up to size 4 in time to 2-pop whip the settler.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. |