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(May 3rd, 2014, 12:47)Krill Wrote: Dot mapping around that grass cow/wheat area is hard.
I figured we'd build the copper city, another city 1W or 2W of the deer, and fill in the rest (literally) later.
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Animal Husbandry will probably complete around eot56, with our all our gold spent. So that's the starting point for choosing between a Monarchy or Calendar tech path.
At that point our breakeven bpt will be around... 15. Fast forward to t73, the longest I've played in the sandbox, and the breakeven bpt can be stretched to... 25, to be charitable. The slider is at 50%.
OK, so saving gold for 20 turns is definitely feasible, since the Monarchy beeline requires 42 turns of 20bpt teching. Of course, if we want to do the Academy trick and beeline Monarchy we need to add Writing to the list of techs needed.
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I suggest a redesign of the micromanagement to get more commerce.
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(May 3rd, 2014, 14:55)Krill Wrote: I suggest a redesign of the micromanagement to get more commerce.
I thought you wanted to make our capital a hammer city?
Well looking closer at the sim those 25bpt at t73 are easily improved - with our cities sitting at the happy cap output should be a lot better.
If we're going for the Calendar beeline we should look into claiming those overseas gems, that should do wonders for our economy, so we could justify investing quite a lot of hammers into that.
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I think I also said that we probably couldn't because we need commerce, or at least that the city 447 would become a commerce city and work nothing but cottages and food. But with such wide spacing...
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Turn 41. Dtay got another in-turn score increase, which turned out to be a tech popped from a hut.
More input to your dotmap, Krill:
(For the screenshot-impaired: We found Whosit's borders to our west.)
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I think the warrior needs to move 779. We need to know how to plant defensive front cities against him. We are going to fight over that wheat and grass cow for sure.
Would AH be a viable option compared to Archery?
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May 4th, 2014, 03:34
(This post was last modified: May 4th, 2014, 03:35 by Krill.)
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Fuck it get 2 Bowmen onto the grass river hill next to the cow and plant it ASAP. Build 1 less worker if you have to.
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I can't make the MM work much better by not building a settler at DS, or getting an earlier settler at OT. I basically end up not getting a 4th city until incredibly late.
I think that we might have to just go with what you have in place.
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May 4th, 2014, 06:52
(This post was last modified: May 4th, 2014, 06:56 by Krill.)
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Strategically, here is what we need to settle the front city.
- We need a settler, 100 hammers.
- 2 Bowmen, 50 hammers
- 5 roads, plus moving onto forests, 13 worker turns
- Enough workers to chop necessary forests, make roads and continue to develop capital (ie chop the next settler)
Strictly speaking, we don't need copper to actually settle the city, nor do those bowmen have to come from the cities on the map. There is a forest NE of the hill that we would need to road, which we could chop with 2 workers (turn it is founded), and work the grass forest hill for 1 or 2 turns to get a bowman. The other Bowman will need to be built from another city, most likely the capital.
To get those roads down and chop done quickly means that we need 2 workers. We currently have 2 and a third is almost finished. We need chops to complete the settler in time, which likely means at least a 4th worker build to chop whilst the other two workers are roading. We need further units to protect the workers whilst they road, and the workers will be split so we need to be careful with the worker MM so there is an escape route from barbs.
What do we already have available?
- We have 3 warriors. 1 scouting NE, one defending the rice/DS, third scouting. The scouting warrior can be 47 of the grass cow on T44 and then back to 1144 of OT on T48, so that third warrior can act as the worker defender in time.
- 7 forests
- 4 pop. 2 pop must be kept working food, the rest is expendable.
- 10 foodhammers per turn minimum.
Without running exhaustive sims, I feel that whipping down to size 2 on workers and overflowing into a bowman should be enough to get defenders into position to hold the city. The rest is maximising output to get the settler finished and ready to move onto the hill the turn the final road is in place.
EDIT: Actually it's trivial to get the city founded T54 with 1 bowmen in position, but the workers are behind on the roading, but a chop for a second bowman is trivial. Recalling the scouting warrior to cover the workers in addition to a bowman from the capital gives perfect cover and the NE warrior covers the capital. 1 worker left at capital chopping, 1 worker at DS able to chop/slave out a worker and then go onto a settler for copper.
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