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Warrior movements need figuring out first before able to decide on a dot map, and how many turns until the settler completes? Are any more warriors finished before then?
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The capital settler completes eot51 and the one in DS completes eot52.
That's our most aggressive version where we build three workers and a settler in our capital, and no further military. We're chopping a zillion forests so we can always sneak in more military, of course.
I've been playing ahead to turn 60 and 70 with our front city and copper city being settled (1S of copper), and that works pretty well. After the settler, DS overflows to a bowman, and then it can 2-whip a spear with overflow enough for another bowman. If the warrior currently in our capital scouts the northeast, it can then reinforce the north and I feel like we'll have a decent amount of units there. The capital needs MP at size 3 though so the warrior could also scout the northeast and then return to the capital. Or spawnbust our eastern peninsula.
In the south, we need to make do with our scouting warrior circling back to defend, along with a second warrior chopped in the copper city on the turn of its founding. The copper city gets the attention of three workers and goes warrior->granary at size 1->size 4->settler (2 chops and 2-whip). That settler can settle N-NW of the deer.
After the t51 settler, the capital grows to size 3 on a granary, builds a settler, and whips it with 1 turn remaining, with the overflow and a chop completing the granary. That settler needs to settle for the ivory, I think. (This settler is ready before the settler from copper city.)
Things we ought to do that I haven't looked at
- Build scouting units?
- Prebuild a workboat in DS for the ivory city.
- Tech Sailing?
I have to run.
May 1st, 2014, 14:34
(This post was last modified: May 1st, 2014, 14:35 by Krill.)
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May 1st, 2014, 14:51
(This post was last modified: May 1st, 2014, 14:53 by Krill.)
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My thoughts are thus: how to get a work boat at copper city. That city is frankly nuts. I hadn't truly grasped the output of that city due to tiles until you posted that screenshot just. I'm torn about how best to grow it, granary at size 1 or to ignore it and grow: we do not have the production to build settlers to plant tight and share the resources at present. Strategically, Sailing appears to make sense after AH IMO. Need horses, chariots are ideal scouts and also barb defence.
Anyway, back on topic. We lack cottages due to late Pottery, so an early workboat will help commerce a bit. Would it perhaps be better to use workers to road the copper prior to settling the city and on the turn of founding mine the copper? That would require 4 workers...but 2 workers would suffice. Add in a forest chop for a granary completed 8 turns after founding with 6 turns spent working the copper so 6 food produced. 1 turn working the deer (improved after borders pop and worked on last turn of completing granary), 1 turn a grass forest is 12 food produced. A workboat is trivial to complete without a forest chop whilst waiting for borders to expand, but would mean not working land food which limits usefulness of workers...so maybe granary at size 2 is ideal and we just ignore warrior from that city? build the workboat whilst growing to 2/3.
We also want a road on the copper for obvious reasons but also for the trade route, so the copper mine idea is arguably the best way to make the city productive immediately. The downside is we could not build any more warriors (on that note, when were you planning on that spear slave?)
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Tech options IMO are about Archery, AH and Sailing after Pottery. Personally, I think that Archery>AH>Sailing is fine, even if the lowest economic yield. Safety is important, and getting a bowman or two out of the capital is just going to be a necessity IMO, especially if going with a first build granary in the copper city. Personally, I am reconsidering the capital as a hammer city on mines.
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Archery>AH>Sailing sounds good to me. Well actually I'm getting Archery prior to Pottery in my sims. I'm not worried about commerce.
I'm roading the copper prior to settling the city, yes. I chop a warrior on the turn of settling. Copper is mined the turn after the city is settled, the turn after that I do the spear whip (warrior in queue upgrades on the interturn so we can whip it). Copper city doesn't really need a quick work boat, it works deer, sheep and copper and clams only at size 4.
I have to run.
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Why chop the warrior?
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(May 1st, 2014, 15:42)Krill Wrote: Why chop the warrior?
Just to get out another cheap unit while we still can.
I have to run.
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Honestly think that a granary would be better, food saved on growing to size 2 makes up for the increased cost of, say, a spear.
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(May 1st, 2014, 16:12)Krill Wrote: Honestly think that a granary would be better, food saved on growing to size 2 makes up for the increased cost of, say, a spear.
Oh definitely. I chop a granary too. We have time for both before borders expand.
I have to run.
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