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[spoilers] novice & moon shoot the world

Nothing in the south revealed t25 (just empty coast). Here's the bigger news though:

[Image: Civ4ScreenShot1012_zps2cc90a0a.jpg]

That's Mackoti's warrior. His capital is at size two and he has four total pop.

His warrior is also in an awkward spot for us. 1NW of the cows looks like a strong spot to settle next, but obviously his warrior complicates it terribly. Thoughts on where to settle/worker actions novice? It's hard for me to judge whether that warrior location means we should settle somewhere else first. Also worth considering whether we need to consider hooking up that copper sooner rather than later.
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Maybe sw next with the warrior? Did you turn on max sci?
I have to run.
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(January 11th, 2013, 16:28)novice Wrote: Maybe sw next with the warrior? Did you turn on max sci?

That was a crosspost obviously. Whipping the settler at thirtysomething hammers would let us overflow to some warriors and regrow to whip a third worker at size 4. Our workers can road the corn, finish the fp cottage between our two cities, and then proceed to road to an eastern city. I agree that nw of the cows looks strong.

Feel free to sim out some options, and to see how the timing of the above proposal works out.
I have to run.
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(January 11th, 2013, 16:35)novice Wrote:
(January 11th, 2013, 16:28)novice Wrote: Maybe sw next with the warrior? Did you turn on max sci?

That was a crosspost obviously. Whipping the settler at thirtysomething hammers would let us overflow to some warriors and regrow to whip a third worker at size 4. Our workers can road the corn, finish the fp cottage between our two cities, and then proceed to road to an eastern city. I agree that nw of the cows looks strong.

Feel free to sim out some options, and to see how the timing of the above proposal works out.

Do you think roading the corn or putting two more turns into the flooplains W of Robin Hood is better (both get us to the capital's floodplains at the same time)? My gut says the 2t cottaging at this point as we'll be working that tile.
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(January 11th, 2013, 16:54)Shoot the Moon Wrote:
(January 11th, 2013, 16:35)novice Wrote:
(January 11th, 2013, 16:28)novice Wrote: Maybe sw next with the warrior? Did you turn on max sci?

That was a crosspost obviously. Whipping the settler at thirtysomething hammers would let us overflow to some warriors and regrow to whip a third worker at size 4. Our workers can road the corn, finish the fp cottage between our two cities, and then proceed to road to an eastern city. I agree that nw of the cows looks strong.

Feel free to sim out some options, and to see how the timing of the above proposal works out.

Do you think roading the corn or putting two more turns into the flooplains W of Robin Hood is better (both get us to the capital's floodplains at the same time)? My gut says the 2t cottaging at this point as we'll be working that tile.

I agree with your gut.
I have to run.
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Ok I'm starting to sim stuff out and mackoti's warrior could really complicate our life trying to settle E with the third city. Here'd be the situation on t28 (nothing has moved):

[Image: Civ4ScreenShot1014_zpsce10af09.jpg]

In essence, if he goes straight for our capital, he could be 1S of the rice the turn our settler comes out. Note, we can't get our warrior any further out than that either as we have to wait for the whip unhappiness to go away or else we get an unhappy face.

What do you think of a spot 2S of the copper though? It doesn't have the current issues going on with mackoti, and the micro for it is relatively straightforward.

Here's where my run through of 2S of copper ends up:

[Image: Civ4ScreenShot1018_zpsc1c20c40.jpg]

The timing on tile improvements actually worked pretty nicely with trading the shared cottage back and forth between William Tell and Robin Hood as necessary. I roughly have planned a 2-pop whip of the settler (although I suspect it could have been set up a bit better to be able to more efficiently 1-turn a worker with the overflow) and for Robin Hood to two-pop whip a worker as well (haven't yet simmed out exactly what sort of hammers we want going into it and what sort of overflow is possible to get off that).

Here's the save stack: https://dl.dropbox.com/u/9901026/2S%20of...al%201.zip

Any thoughts on settling there? At least for the short term it seemed the cleanest, but I can be convinced otherwise.
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Seems like 2S of the copper would create a somewhat awkward dotmap? Is se of that spot an option, claiming corn, sheep, and nonlighthouseable crabs?
I have to run.
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(January 12th, 2013, 01:13)novice Wrote: Seems like 2S of the copper would create a somewhat awkward dotmap? Is se of that spot an option, claiming corn, sheep, and nonlighthouseable crabs?

I do like my proposed spot. 2S1W of the corn, on the unforested hill. A coastal city claiming crabs will be pretty crappy anyway, at least coupled with your suggested spot. My spot also lets us settle the copper city 1E of the wheat later. So we should probably road the corn this turn? I think we should stay with the original settler whip to 1-turn worker plan in WT if possible.

In my tests beyond turn 25 I often chopped the granary in the third city at size one. Work a 1/2 tile for two turns, add a chop and work the corn on the third turn, completing the granary. Grow to size two on the fourth turn.
I have to run.
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I've got the most recent turn.
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t26:

Three major pieces of news:

First, mackoti has met someone else (only 2 EP against us).

Second, his warrior moved away, quite possibly related to the first piece of info there:

[Image: Civ4ScreenShot1019_zps9655b773.jpg]

This means we might potentially be able to settle in the east still. Thoughts?

Third, we got Buddhism (I ran 90% this turn to be able to finish it off--not entirely optimal but the only way we could finish it in 1t so seemed the obvious choice).

[Image: Civ4ScreenShot1020_zpsb2b1644f.jpg]

The workers moved N and put in one turn of cottaging as agreed. Robin Hood grew to size 2 at eot and will be whipped next turn.

Anyhow, I'm going to be unavailable all of tomorrow; so assuming you're back by then turn playing can switch back to you. I may have time to do a bit of simming for settling eastward tonight though we'll see.
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