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[SPOILERS] Team BASTARD settles on deer.

If someone else beat us to cities there, that would be pretty sad.
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Found Copper

[Image: 7DBuevn.jpg]
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I had a break, and decided to play the turn real quick. Maybe I should have left Brick to collect the blame, though frown




Well, I did have one idea that I think is worth something. Since our chop is incoming next turn for 20 hammers, I swapped tiles at Friend Computer to finish our settler next turn, too - 7 hammers, 7 food produced, puts us at 80/100, and then the chop finishes it off.

It'll probably be worth moving back to the lakes after the settler finishes, since we still need to keep pushing hard for Pottery and other techs, but I figured shaving a turn from a settler was worth 5 commerce.



Edit: waitasec. That would finish the settler if we had the chop this turn. Next turn it doesn't matter, the chop finishes it either way. So it's just a question on how much overflow into our next thingie (probably warrior?) and I'll swap the tiles back.
EitB 25 - Perpentach
Occasional mapmaker

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Mister scout did indeed die. frown
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(April 27th, 2014, 13:19)BRickAstley Wrote: Mister scout did indeed die. frown

Sorry cry
EitB 25 - Perpentach
Occasional mapmaker

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Brick did an excellent job while I was away, but to keep him from burning out entirely I'll be taking back over tonight (well, upon next roll). I'll probably need him again later on, which seems a lot more likely to work if he's had time to feel the itch again.

What did he accomplish?
- Finished the settler, moved it into position for our next city
- Brought the worker along, prepared to start farming the corn immediately upon settlement
- Kept teching Wheel, getting it close to done.
- Built a warrior. So now we have one for two cities, infinitely better than none wink.
- Failed to win a 5% odds fight against a bear rant

What's next? Need probably two more workers, to road everything we want roaded when Wheel comes in and keep up with improvements as we grow. Need granaries and to start using Slavery, too - but those'll have to mainly wait on Pottery. I think the whip is useful on occasion without a granary, but it's not awesome until those make the population half-price.

Then, more settlers! Need to pick between going directly toward Azza, going for copper, and going for the fastest setup/strongest site we have. Sadly those are three different options, I think.
EitB 25 - Perpentach
Occasional mapmaker

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Several things to report this turn, pretty much all visible in the screenie:



We founded our second city, Troubleshooter, which is working the corn in anticipation of the farm. Troubleshooter's got a lake of its own to work as soon as it grows, but we need to spend worker turns to get anything more than that. Got a lot of forests and a lot of tiles that need cottages, but not a lot of production potential. Except via the whip, of course.

Warrior finished and is en route to Troubleshooter, since FC has a better ability to rush an emergency warrior if needed. Started on a worker in FC, including swapping from a lake to our mine, so he's due in 5 turns. After which, probably another worker, although maybe we'll consider growing. Looking at RBMod whips - without a granary, 2-whipping the worker is actually less efficient than building it with food hammers - costs 54 food to produce 50 hammers, and we get the unhappy and two fewer tiles worked while regrowing. Still will be worth doing once we have a granary, but not worth doing now.

Founding the city caused us to meet Dhalphir, Huayna Capac (Fin, Ind) of England (Redcoat, Stock Exchange). Still a very strong leader and decent civ, but Dhalphir doesn't scare me himself. He might actually make a decent target down the road, after we've finished our expansion by land.

Troubleshooter has no trade connection, as expected frown. Putting up that road will be a fairly high priority once we've got The Wheel; not just for the cash, although that's nice too, but also to enable Buddhism to spread. If we had infinite beakers, we could have Sailing by now and not worry about road trade, but so be it.

I think the next city will be the wheat/sheep/copper town. We probably don't need copper that early, but if we do, we *really* need it. Plus a copper mine is a pretty good tile just to work, and so is sheep if Buddhism spreads as easily as I think it will. Although we've still got 10+ turns to decide, so it's definitely not set in stone.
EitB 25 - Perpentach
Occasional mapmaker

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(April 30th, 2014, 11:38)Mardoc Wrote: What did he accomplish?
.....
- Failed to win use voodoo magic after mardoc logged in unexpectedly and doomed our scout into a 5% odds fight against a bear rant

FTFY
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I thought it was understood that you were to be the voodoo master for our team?
EitB 25 - Perpentach
Occasional mapmaker

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Nothing to report this turn. But I want to bump the thread, so I'll scrape up something anyway wink.

Wheel should be in at EOT, Pottery next. After that...probably Animal Husbandry, then Sailing. AH because we want the fur happiness, and knowing where horses are would be nice too. Sailing because lighthouses are going to be very nice with this start, given the five tiles so far we want to work that would be boosted (fish, clams, 3 x Lake). That ignores the option of growing onto/whipping off of coast, even. Plus the passive bonus of enabling trade should be pretty handy. After that, I dunno. Maybe press onward toward Currency, libraries, etc? Maybe head toward Priesthood to start working on a shrine? Maybe even divert to Archery to take advantage of Pro? Archers aren't amazing units, but they're cheap, and right now that's probably what we're looking for. No one ought to want to fight just yet except barbs and animals, so 1 unit/city ought to be sufficient.

I'm thinking next settlers will be the copper site, then straight for the aggressive toward Azza site - or maybe if we pick up Archery we can just push straight for Azza and rely on archers to hold ground for the few turns until we get the copper city founded as well. But neither option makes any sense until they have adequate worker support from founding, so workers are the order of the day for now.

Our scouting warrior hasn't found anything, but he'll reveal as many as three tiles next turn perhaps wink. I still badly want to send out seaborne scouts, and still haven't figured out when to slide them into our queues. On the one hand, narrow channels mean we'll be able to meet a LOT of people, and immediately set up Buddhism buddies - even trade once that's unlocked. On the other hand, slowing our expansion could leave us wanting to fight for land early, and that'd just be horrible. Plus spreading Buddhism isn't worth as much until we can find time to manufacture a Prophet.

Edit: Dang, I need to learn to cut back. That's a lot of 'nothing'.
EitB 25 - Perpentach
Occasional mapmaker

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