February 4th, 2013, 16:19
Posts: 7,902
Threads: 13
Joined: Aug 2006
(February 4th, 2013, 16:18)novice Wrote: (February 4th, 2013, 16:11)zakalwe Wrote: I think we need two more city names? It's perhaps not very inspired, but Gin Tonic and Vodka Martini both make for nice two-letter abbreviations.
I've already named our two latest cities Elephant Beer and Deerslayer, but feel free to change it.
Nah, those are good names.
If you know what I mean.
February 5th, 2013, 04:18
Posts: 6,893
Threads: 42
Joined: Oct 2009
(February 4th, 2013, 11:48)zakalwe Wrote: Did you save the overflow in OTR with a wealth build? If so, build SoZ there. If not, maybe in HN? Or in BM.
Another note for your list: keep WIFOM growing slowly for now.
With HG, WR should be size 6 before long, so maybe get our next settler there. Settle east of the marble? Or the fish site NE of the capital. (Probably both.)
No overflow saving  . I had to start keeping a better track of all the good ideas floating around.
I think our city priorities should be borders 1st i.e. Fish near capital later and Island in the south, Marble in the west and the city east from EB (Elephant Beer) could be our priority order. Although we should consider, if the last one of those is really worth settling at all. We can claim Fish also from the Island city. If it is we need to settle it fast not to get overwhelmed by TEAM culture.
I agree WR's role grow to size 6 and whip settler for the island or marble city 2. We need to get worker or 2 in the islnad in case we settle there next.
(February 4th, 2013, 12:39)novice Wrote: Great news about HG! What a freeroll.
Are we settling e.g. 3W of our Taj Mahal city in addition to the marble city, to grab the last bit of land up there, or are we happy with our current share of the center? We also need to settle the islands and the city 2E of the sugar.
As Zakalwe said. I think we're better of not settling 3W. 3M isn't gonna settle there any time soon to threaten our Wheat and it is basically just a filler city.
(February 4th, 2013, 16:11)zakalwe Wrote: Also good job to Pling for the C&D and overview reporting. I forgot to compliment you on the last report; great stuff as always.
+1 and the main reason we're getting ahead are Zakalwe's Micro plans. All in all we've a great team here.
February 5th, 2013, 11:45
Posts: 6,893
Threads: 42
Joined: Oct 2009
Preliminarily set WIFOM to build Shewagdon Paya and BM Soz for a turn. Took farm out of worked tiles and replaced it with mine (to grow it slower. We might consider hiring Scientist instead).
Collecting current micro guidelines again:
* Bitter - Until T114, stay in the current configuration, with 7 hpt. Whip the monastery on T114, ending turn with 88/60 hammers into the monastery
* Whip FW from Ramune
* Build SoZ in BM
* Whip monastery in Bitter
* workers near new city improve horse
* workers on wheat finish cottage and road it to get better movability
February 5th, 2013, 14:12
Posts: 13,563
Threads: 49
Joined: Oct 2009
(February 5th, 2013, 11:45)plako Wrote: Preliminarily set WIFOM to build Shewagdon Paya and BM Soz for a turn. Took farm out of worked tiles and replaced it with mine (to grow it slower. We might consider hiring Scientist instead).
Collecting current micro guidelines again:
* Bitter - Until T114, stay in the current configuration, with 7 hpt. Whip the monastery on T114, ending turn with 88/60 hammers into the monastery
* Whip FW from Ramune
* Build SoZ in BM
* Whip monastery in Bitter
* workers near new city improve horse
* workers on wheat finish cottage and road it to get better movability
Sounds good.
I have to run.
February 6th, 2013, 03:55
Posts: 7,902
Threads: 13
Joined: Aug 2006
Taking a look in-game, things are looking good. Random comments...
- Perhaps get a unit into Weissbier in the not too distant future? It's coastal, and has the MoM, after all.  I see we've got a spear and an axe on the move, so presumably you've got this covered already.
- Worker M is 2N of the capital. I presume you plan to build mines for Bitter with him. Just in case that isn't the plan, that's probably what he should do.
- Similarly, F is near Weissbier and should keep cottaging there, since it needs more improvements as it grows.
- About workers H, J, and L near BM. I agree one of them should move SE and finish that cottage. Then probably move to 2N of the capital, cottage there, and then join the mining efforts for Bitter. I think the other two workers can stay in the area, though. Four workers are moving to pasture the horses, then one of them needs to road the deer, and the others can build some mines and cottages for Deerslayer and Ramune. So those workers are busy for the next handful of turns, and having another two workers stay near BM could be useful. They could build mines for BM, which could become a real production monster once it hits size 13, working 5 mines and all its riverside cottages. Also, they could chop the forest E of marble, preparing for a city there.
- Logistically, it kind of makes sense to send the settler from WR to settle east of marble, and the settler from HN to settle our backline fish city. I don't think the city 2E of sugar should be a priority. Not sure how and when to get a settler for the southern island. Maybe a 3-whip from Weissbier. If Weissbier is tasked with building a settler, Elephant Beer could build a work boat for the fish city. We actually need that work boat pretty soon if we're going for that site, so we must do a whip. Maybe just 1-pop whip the library and overflow into the work boat.
If you know what I mean.
February 6th, 2013, 05:05
Posts: 6,893
Threads: 42
Joined: Oct 2009
(February 6th, 2013, 03:55)zakalwe Wrote: - Perhaps get a unit into Weissbier in the not too distant future? It's coastal, and has the MoM, after all. I see we've got a spear and an axe on the move, so presumably you've got this covered already.
- Worker M is 2N of the capital. I presume you plan to build mines for Bitter with him. Just in case that isn't the plan, that's probably what he should do. 
- Similarly, F is near Weissbier and should keep cottaging there, since it needs more improvements as it grows. Yes to all these and corresponds what I was thinking.
Concerning this
(February 6th, 2013, 03:55)zakalwe Wrote: - About workers H, J, and L near BM. I agree one of them should move SE and finish that cottage. Then probably move to 2N of the capital, cottage there, and then join the mining efforts for Bitter. I think the other two workers can stay in the area, though. Four workers are moving to pasture the horses, then one of them needs to road the deer, and the others can build some mines and cottages for Deerslayer and Ramune. So those workers are busy for the next handful of turns, and having another two workers stay near BM could be useful. They could build mines for BM, which could become a real production monster once it hits size 13, working 5 mines and all its riverside cottages. Also, they could chop the forest E of marble, preparing for a city there. Assuming this was the plan for Bitter
zakalwe Wrote:- Until T114, stay in the current configuration, with 7 hpt. Whip the monastery on T114, ending turn with 88/60 hammers into the monastery.
- Build a missionary at 7 hpt, completing it EOT116 at 42/40 hammers.
- On T117, work a grass mine instead of the plains mine, to grow. 8/40 hammers into the second missionary.
- On T118, whip the missionary and work a plains hill and two grass hills. Finish second missionary at 81/40 hammers EOT.
- On EOT119, finish the third missionary at 53/40 hammers.
- On EOT121, finish the fourth missionary. Work a plains hill and three grass hills on the final turn. I think we need to send 2 workers near BM towards Bitter. The current one can only get 1 mine finished on T118.
(February 6th, 2013, 03:55)zakalwe Wrote: - Logistically, it kind of makes sense to send the settler from WR to settle east of marble, and the settler from HN to settle our backline fish city. I don't think the city 2E of sugar should be a priority. Not sure how and when to get a settler for the southern island. Maybe a 3-whip from Weissbier. If Weissbier is tasked with building a settler, Elephant Beer could build a work boat for the fish city. We actually need that work boat pretty soon if we're going for that site, so we must do a whip. Maybe just 1-pop whip the library and overflow into the work boat. Settling plans sound ok. Weissbier has only 4 food tiles at the moment, but we want to settle that island ASAP. 2E of sugar is weak city, but important to solidify our border. Nevertheless I'm ok postponing it for now and potentially leaving it unsettled altogether and just settle the little island to claim fish.
February 6th, 2013, 05:23
Posts: 7,902
Threads: 13
Joined: Aug 2006
Yeah, I was thinking we'd send 1 worker from BM towards Bitter, to team up with worker M, which is already near Bitter.
Having three workers in the Bitter area might be nice too, though, so feel free to follow your gut here.
If you know what I mean.
February 7th, 2013, 08:43
(This post was last modified: February 7th, 2013, 08:44 by zakalwe.)
Posts: 7,902
Threads: 13
Joined: Aug 2006
Am I right to assume that all of the ocean tiles that have no tile yields displayed are more than two tiles a fat cross from land? Somewhat useful to know. Anyway, certainly looks like we'll need optics to circumnavigate. Getting there first would be nice.
If you know what I mean.
February 7th, 2013, 09:22
Posts: 7,902
Threads: 13
Joined: Aug 2006
About worker micro, I was staring at it for a while and there are still several competing concerns. The capital needs a couple more cottages soonish, so it can keep growing. OTOH, it also needs the market for happiness, so working the plains hill mine isn't necessarily so bad. Lots of tiles to improve for Deerslayer and Ramune, and we might want to chop Ramune's forest too. The sheep is at 48/51 and should flip to us in a turn or two, but I don't want to lose SoZ. We can keep pushing and steal the deer too, while we're at it. About the mines for Bitter, the one currently in progress should complete on T117, in time to be worked. The other mines aren't really that time critical. It's just the fourth missionary that will be delayed, anyway, should we come up short. WIFOM is good for the moment, but we could send a worker to chop the last third ring forest there just to steal it. Have the other worker move towards the capital area, perhaps.
What we could do is shift workers clockwise around the lake from BM to Deerslayer to Ramune to Bitter. That avoids the pesky area between BM and Bitter where there's really nothing useful to do. I don't think it's necessary to write up any detailed plans though. Just play it by ear.
If you know what I mean.
February 7th, 2013, 09:24
Posts: 7,902
Threads: 13
Joined: Aug 2006
One worker should move to Deerslayer's deer next turn and start roading it. Then we can camp it instantly when the borders expand. The new worker from Ramune could move SE and road that hill (it has 1 turn preroaded). Then mine the hill 2N of Bitter.
If you know what I mean.
|