Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[spoilers] Going Dutch: The Commodore Files

(September 23rd, 2014, 20:44)Mardoc Wrote: [Image: Cant%20believe%20jungle.jpg]
But wait, there's more! jive


I'll admit it; the timing here for non-Exp is just incredible.

If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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It looks like we're not the only fishermen starters. Not surprising at all; this is Big and Small, so half or more of the starts are coastal and clams-only starts should be shot on sight.


(September 24th, 2014, 20:53)Commodore Wrote: I'll admit it; the timing here for non-Exp is just incredible.
I'll expand a bit on this:
Worker born, capital grows on work boat.
Size 2, corn complete just in time to work, BW complete just in time to let the worker mine.
Size 3, chop/mine completes and the mine is worked one turn to get the second work boat out.
Size 4 growth done just in time to complete a chop, so making settler with clam/fish/corn/riverside mine/chop.
Then, of course, we swap to Slavery and whip the settler to overflow into a complete work boat
Second city (Fool Moon) planted in the southeast to share mine(s) and clam.

It's not an amazingly fast start, but it's "fast enough" and will net some seriously excellent research due incidental coast/river commerce. After Pottery I'll probably go Hunting->AH for the ivory and something to plant with that marble/cow region. nod
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Will you be using the scout to protect the Settler from wild animals? And I feel like it says something about the land when a grassland cow is a high food location. :P

Also, thanks for explaining the timing you were talking about.
I'm just doing my best out here.
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The scout will be looping around to grab the hut, anyway; I'll use it to fogbust, yeah.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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More gold, and more dyes. Uh-huh.

banghead
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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It wasn't Vandals! dance

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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I see a cow; I don't know what you're complaining about wink
Suffer Game Sicko
Dodo Tier Player
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(September 25th, 2014, 18:55)Commodore Wrote: More gold, and more dyes. Uh-huh.

banghead
So you see how there is just one single tile unrevealed up above? Well...

jive Nice. Dry corn is absolutely better for a second city, plus no settler escort needed, plus more tiles shared...
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Excellent. So...1W of the new corn? Claims the dyes eventually but no rush, but still can work capital cottages and a couple of its own tiles. I still think four food for the cap is overkill, so letting Fool Moon take SF's corn is probably a good thing.

Edit: Plus, if Fool Moon steals the cap's corn, then an eventual jungle city to the east can steal that dry corn from Fool Moon later on, to grow onto those gem mines.

Edit2: Dang it, can you give me a wider shot? I'm not sure that idea works with the marble-cow city, but I can't see for certain.
EitB 25 - Perpentach
Occasional mapmaker

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"Storm Front"?? WTF????

Y'all might want to google that one Commodore.
fnord
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