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(May 14th, 2014, 07:36)Krill Wrote: SE is fine, I wouldn't expect the barb to beeline to our rice TBH. What's the eta on a bowman?
In DS? We have two hammers invested in one and can whip it whenever (or chop it if the timing's right). I'm hoping we won't have to though. Our capital completes a bowman eot51 which can be in City 4 eot54. City 4 is due to be founded t53.
I have to run.
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Yeah, I don't think I'd be unduly worried about anything around there.
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What I would give for a 4K monitor to use for dot mapping...also, I think that fields of view mod from Ruff would be helpful right now...
Long story short, I think that it might make sense to move the copper city 1S. It opens up the potential for a filler city between the Whosit front city and the capital. The city north of the Whosit front city is a bitch to place though: I want to plant it for that deer but the only sage tile to put it on is either S or SW off the wine, and that could (or should?) be viewed as aggressive. A city W of the wine would perhaps be the best HE location we have available though, coastal but mainly land tiles, and an easy route of getting ships onto the main ocean but safe from boating as only need to blockade a single tile (if that isn't just a really small sea).
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Attempt at dot mapping for ideal front city placements. Three western cities are all 5 tiles apart so easy to defend with 2 stacks of slow movers, and 1 stack of fast movers on the tile 4E of the deer/rice city can cover every front city in 1 turn except DS. Only need to settle 4 more mainland cities after the current 2 settlers are out; crab city, spice city and the filler city can wait. That allows us to focus on getting settlers over for the stone island, and for the SE land. That filler city has 10 unique tiles excluding city centre, and two of them are food tiles, so it's actually a really good city. Copper city needs to hit size 5 and work the sheep and hills for 16hpt, can use the extra happy cap and clam to throw in the occasional whip and come ahead on commerce compared to working the plains hill mine constantly. And if the dtay front city needs to be brought back a bit, it can be moved S or SE to pick up the two or four unclaimed tiles and still fit into a defensive position (there are some more unclaimed tiles but the picture was too busy with every tile labelled).
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The basic MM I've figured out is probably incompatible with what you've done alreadyu, but it's probably worth posting anyway.
The gold city needs 11 worker turns to improve the rice and gold. No road is needed on the rice and the work boat comes from DS anyway. Assuming the fish is hooked the turn the city is settled, that means the city hits size 3 8 turns after founding, so there are 9 turns to improve the gold for the city; gold may be needed sooner due to happy in other cities. So I figure that we basically need 2 workers to improve the rice and then move one worker to the gold to mine>road, that way the gold is only for growth to size 3 and the happiness comes afterwards. With no good fourth tile to work but a food suroplus of +6 at size 3 working the gold, it seems reasonable to slave a worker here at size 4 for 1 pop.
That means that the second worker can move towards OT to improve a tile or two, or connect a few roads up so that the settler from DS can move towards the copper city, or take the long way round to the second whosit city (if we decide that is wanted before a dtay front city). The advantage of settling the second Whosit city quickly is that the roads are already in place, only needing a road 8 and 87 of the cow. The hill city doesn't have any good tiles to work at size 3, so all it really wants to do is to build units to size 3, taking the NE chop at size 1 for a bowman, and the SW forest into a worker. at size 3 it can slave the worker. Basically this way we can only need to get settlers out for the copper and 2 other front cities, and can try to rely on bowman for defence until the copper comes online; stacking whip unhappy seems reasonable IMO.
Copper city needs 3 roads to be connected to the trade network, 2 of them needed to hook copper anyway. With the spare worker from the gold city and the extra worker from the 4th city then we almost certainly have enough labour in the area to get the copper hooked once borders pop and the road down whilst waiting for borders to pop. With the way that borders pop at the 4th city and the lakes where they are, I think we lack vision on 3 tiles, the city tile and the tiles N and NE of it. So basically getting a single unit down there is plenty to fog bust. Easy job for a warrior.
I think the greatest challenge is figuring out how to get the settlers out. OT can grow to size 5 whilst the whip unhappy wears off and work the hills for 16fhpt. With a bit of overflow that's a 6 turn settler. It just means we have to get 78 food somehow to grow, which takes, what 10 turns to do. And need to find the 15 worker turns to mine the hills.
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Is Barry camping the turn?
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(May 15th, 2014, 17:21)Krill Wrote: Is Barry camping the turn?
I don't think so. I've been wondering if he's in a turn split, though.
I have to run.
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More pertinently, why are you still awake?
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(May 15th, 2014, 18:13)Krill Wrote: More pertinently, why are you still awake?
Because you started talking about HAs and linked to pbem 13.
I have to run.
May 15th, 2014, 18:17
(This post was last modified: May 15th, 2014, 18:18 by Krill.)
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Ah the only defence so stubborn it needed 2 Artist bombs to break. Good times. I don't miss those regular repeating maps though, bleh.
Still wish Pegasus didn't play that final turn though, not that it would have made much of a difference.
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