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OK, so, one Goblin attacked my city defender and died dealing no damage. So I guess I'm probably fine. I decided to send my worker at Coombe View to the smoking hill forest to chop the trees. I hope he does that before the place bursts into flames. My other workers are building mines in various places, but then I remembered I need to build a road network to copper city. I... may barely have time for that, or I may have to interrupt other work to get it done. Whoops!
I think the next city I want, though, will be to the west of Hexam, because it will get Corn and Silks. I may also want a Granary in the capital just for the health boost, too. My only real advantage at this point is my GNP. I think it's definitely higher, since my beaker output is higher than my rival's gnp total, so even though I have some cultural enhancements to my gnp, I am probably still teching pretty fast. I just need to get the population and production base to turn that into a military edge, because either of them could squash me flat right now if they wanted to.
I will need to pump out several more Warriors to secure the frontier, and I am going to need 2-3 more Workers to help get that infrastructure going. Hopefully Hexam can produce some of that, since my capital is going to be busy with other things, too. I put a turn into a Kilmorph temple so it would grow to size 8. I think I'll have Skeleton Warrior garrison the new city. Hexam will pop out a couple of Warriors once the Granary is done in a few more turns. Capital will do Settler > Temple of Kilmorph > Kilmorph missionary, I think. I wanna get that spread around. Then it should get the Pagan Temple so it can run Priests and Merchants to get the shrine. So much to do, so little time.... Will need a couple more Settlers soon, too. Yikes.
Border pops, that's what I see. Barbarian town to the south, but I doubt we'll bother each other for a while. If I get left alone for a while, I'm somewhat positive about my chances. I just need to get a bunch of techs done!
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Wrt barb units, one movers will always wait a turn before hitting a city when stationed one tile outside. For 2+ movers, if they are more than one tile away and have enough moves to attack the city now they will, if they're one tile away they'll wait.
Also unless you really need to move out, e.g. cover a worker who can't escape, you're nearly always better defending inside the city from barb units. Warriors get the 25% city bonus, andbarbs rarely pillage unless already stacked.
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May 30th, 2013, 11:27
(This post was last modified: May 30th, 2013, 12:02 by Ellimist.)
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(May 30th, 2013, 03:14)Brian Shanahan Wrote: Also unless you really need to move out, e.g. cover a worker who can't escape, you're nearly always better defending inside the city from barb units. Warriors get the 25% city bonus, and barbs rarely pillage unless already stacked.
I disagree with this. Attacking into barb units probably costs more hammers over the course of the game, but overall the trade off is worthwhile.
If you're waiting for barbarians to attack your units at very low odds, you're missing out on an important resource. In FFH and EitB, unit strengths and promotion strengths are set up so that promoted units are significantly more powerful than unpromoted units. Units can gain a substantial amount of experience by adding even a relatively small amount of risk, and then the amount of exp earned is doubled if they were the attacking unit.
What has worked well for me has been to build a small number of extra units so that I can afford to take additional risk. If I want to increase the experience on a unit that is already somewhat valuable, I'll attack first with an expendable unit. (Attacking into wounded units gives better exp than the odds deserve, due to the way exp is calculated.)
The reverse of this also works out well for capturing animals such as spiders or griffons. If you put a weak unit next to them on flat ground, you can usually add some cheap exp to the unit before you capture it and also give better odds to your animal tamer.
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Nothing much to report this turn. If I did the Worker turn math in my head right, I should get the road network to copper town done just in time. Will be roading the city site, too, so I can found the city the same turn the Settler pops. Hexam will finish its granary in a few more turns, and then I think I'll have it produce some Warriors and maybe some freaks. Bronze Working finished (I guess that's significant), so next turn I'll start cultivating some dyes. Jubilee is the largest city in the world right now, at 8 compared to 7. It's possible I have more happiness resources than other civs, and if that's true, that's great. I'll be adding more soon (I hope), as I get the aforementioned Dyes and Silks and add temples and whatnot.
Hmm, though perhaps Hexam will want to build an Arena more quickly. And I should build a Carnival or two while I'm still creative. And Markets. Geez. So much to do, so little time.... I do need to be more selective on the infrastructure, though, because my low power rating is a really, really bad thing. Having a ton of infrastructure and tech won't matter if I die.
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So, here's a question: Should I build a Market in the town I'm planning to build an Academy in? The Market gives -1 beakers, which would ultimately mean -1.5 beakers. Honestly, that doesn't seem like a huge deal to me, but it is something to consider. And of course, if I build a lot of Markets, that's decreasing my beaker cap by however many Markets I make, but I'm guessing the ability to run at 100% science longer should outweigh that. Plus, I could make some Elder Councils to offset that a bit (though I doubt I will--production seems to be at a premium in EitB, and I'm realizing I have to be much more conservative in what I build).
Anyway, new turn played, Masonry is teched, and now 5 turns to Construction, which should just use up my gold reserve. Granaries are almost done in the cities that are building them.
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(May 30th, 2013, 11:27)Ellimist Wrote: (May 30th, 2013, 03:14)Brian Shanahan Wrote: Also unless you really need to move out, e.g. cover a worker who can't escape, you're nearly always better defending inside the city from barb units. Warriors get the 25% city bonus, and barbs rarely pillage unless already stacked.
I disagree with this. Attacking into barb units probably costs more hammers over the course of the game, but overall the trade off is worthwhile.
If you're waiting for barbarians to attack your units at very low odds, you're missing out on an important resource. In FFH and EitB, unit strengths and promotion strengths are set up so that promoted units are significantly more powerful than unpromoted units. Units can gain a substantial amount of experience by adding even a relatively small amount of risk, and then the amount of exp earned is doubled if they were the attacking unit.
What has worked well for me has been to build a small number of extra units so that I can afford to take additional risk. If I want to increase the experience on a unit that is already somewhat valuable, I'll attack first with an expendable unit. (Attacking into wounded units gives better exp than the odds deserve, due to the way exp is calculated.)
Well I usually have 2 per city for defence until I've gone to 10-12 cities, where I start pulling from the core to protect newer cities or kill AIs. What I usually do for XP is have a few warriors off scouting, if they get a defensive win early against griffon/bear then gravy, if not I'll attack a goblin or warrior. But I'm a lot more careful of cities, especially as I nearly always seem to expand towards where the barb cities pop for at least one city.
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(May 31st, 2013, 09:58)Whosit Wrote: So, here's a question: Should I build a Market in the town I'm planning to build an Academy in? The Market gives -1 beakers, which would ultimately mean -1.5 beakers. Honestly, that doesn't seem like a huge deal to me, but it is something to consider. And of course, if I build a lot of Markets, that's decreasing my beaker cap by however many Markets I make, but I'm guessing the ability to run at 100% science longer should outweigh that. Plus, I could make some Elder Councils to offset that a bit (though I doubt I will--production seems to be at a premium in EitB, and I'm realizing I have to be much more conservative in what I build).
Anyway, new turn played, Masonry is teched, and now 5 turns to Construction, which should just use up my gold reserve. Granaries are almost done in the cities that are building them.
Re markets, they don't give gold boost, just extra gpt. So I actually think they are most useful in cities with either actual or potential maintenance problems. Early on they are extremely handy for keeping the beaker % up, but they do retard the beaker numbers, especially if you are not getting good gold tiles into use. As they don't give the 25% gold boost, they are actually not that good in high commerce cities for pumping up the research gold.
I usaully build them religiously early, tail off in the mid-game, when I'm specialising military pumps &c. and then late in the game, when I'm usually blobbing like HRE on speed in CK2, I hit them like a hippie cannabis head goes for a California cheeseburger (extra internet cookie for guessing that last reference).
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I knew Markets don't do a % increase. I guess I just phrased the extra gpt as a boost. But I figure that as long as I'm financial I might as well throw a few down, and most of my cities so far have some very good commerce tiles, so even losing 4-5 beakers shouldn't do me much harm. Got the turn again earlier. And... have the turn again now. There's a barb warrior coming up from the south, so I'm pulling some units from Hexam, leaving only one warrior, in the hope that it gets left alone long enough to produce a couple new Warriors. Otherwise, not much news.
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(May 31st, 2013, 17:08)Whosit Wrote: so I'm pulling some units from Hexam, leaving only one warrior, in the hope that it gets left alone long enough to produce a couple new Warriors.
I mean, the city will still produce an aggressive Warrior before this thing gets close enough to cause trouble, but still.
In more troubling news:
I'm pretty sure this thing could single-handedly wipe out my entire civilization! So, what do you think the odds are he leaves me alone until our Non-Aggression Pact expires at Turn 100? Because if I was him? I'd probably kill me anyway. I was expecting I'd have some time to scramble an army together before the doom date, but now that I see what I'm up against, I don't know if catching up will be possible. I am gonna need a few catapults badly, so I think Hexam is gonna get a Siege Workshop going as soon as Construction is done and leave infantry building to other cities.
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Serdoa has moved his Super Archer next to my borders. I am very nervous, especially since he never did respond to my last diplomatic message (seems to be a problem with me as of late). We still have a NAP, but aside from honor, he has absolutely no reason not to declare war on me and mess me up. How the heck did he get that unit so heavily promoted? It seems hard to believe he got 5 promotions on it just from fighting gtAngel.
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