Posts: 17,431
Threads: 78
Joined: Nov 2005
Anyhoo,
Scooter, I agree with staying put with the northern impi. That northern pass is just too easy for him to defend. Yes, there are lots of forests but it's 1 tile wide and full of choke-points. He can camp archers in a couple spots and be fine.
I think we still go for Alphabet before Construction. I just want to get our economy going somewhat.
It would be tempting to go for mass impi now, but he has better lands, more population, and Protective Archers. Maybe we beat him down, but then we're easy pickings for anybody else later on (probably Lewwyn & Bigger).
January 5th, 2013, 21:06
(This post was last modified: January 5th, 2013, 21:07 by scooter.)
Posts: 15,164
Threads: 111
Joined: Apr 2007
Yeah, I think I agree on all counts. Let's get this crab and stone spots settled and get our economy going.
Something to think about moving forward it's sort of tempting to (at some point here) get a few more axes and see if we can't go pillage that ivory. It's not like archers attacking axes really goes over all that well - even on flat ground. Pair an axe with a couple Impis (keep him honest on chariots) and he's going to have trouble keeping that ivory hooked. Not right this minute obviously, but the best way to handle Ballistaphants is probably to prevent them from even being built.
edit: one comment - since PRO no longer gives Drill, his archers are just ordinary archers outside his cities. Only difference is he get a CG promo
Posts: 15,164
Threads: 111
Joined: Apr 2007
Quick turn today.
Took a glance with this Impi, not much worth seeing. Mostly just a hit enter turn. The homefront:
The worker by INO put a turn into a cottage. I'd like to finish it - it'll come in just in time for the city to hit size 2. Any objections? Settler is on the move as planned. The worker that just finished the plains hill should chop into LJS next I think. Probably the forest up 1E of the grass hill. Commodore built something or maybe two somethings:
And demos:
Ugly as always.
Posts: 17,431
Threads: 78
Joined: Nov 2005
I'd have rather finished the farm
We're not going to want to be working cottages in the moai city. Or if we do we'd want to put them where they can be shared by other cities
Posts: 5,630
Threads: 30
Joined: Apr 2009
(January 6th, 2013, 15:28)pindicator Wrote: I'd have rather finished the farm
We're not going to want to be working cottages in the moai city. Or if we do we'd want to put them where they can be shared by other cities
+1
Posts: 15,164
Threads: 111
Joined: Apr 2007
Sorry, I'm still too much in "FIN = cottage on grassland river every time" mode. We can do that instead (putting a turn into corn road while we move).
Posts: 17,431
Threads: 78
Joined: Nov 2005
(January 6th, 2013, 15:30)scooter Wrote: Sorry, I'm still too much in "FIN = cottage on grassland river every time" mode. We can do that instead (putting a turn into corn road while we move).
Meh, no worries.
Did you catch my earlier tile improvement picture for what I think we should do with In N Out?
Posts: 5,630
Threads: 30
Joined: Apr 2009
(January 6th, 2013, 15:30)scooter Wrote: Sorry, I'm still too much in "FIN = cottage on grassland river every time" mode. We can do that instead (putting a turn into corn road while we move).
Farms almost always come out ahead first anyway: working a cottage at size 2 = poor planning.
Posts: 13,214
Threads: 25
Joined: Oct 2010
Uh no, not really. In vanilla you really don't need many bare farms as FIN.
Posts: 5,630
Threads: 30
Joined: Apr 2009
(January 6th, 2013, 16:41)NobleHelium Wrote: Uh no, not really. In vanilla you really don't need many bare farms as FIN.
With just a 5f tile, though, we want the faster growth.
|