November 11th, 2014, 19:22
(This post was last modified: November 11th, 2014, 19:25 by wetbandit.)
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Mining gives 2000 soldier points also. Average soldier points increased 1000. Total soldier points went from 16000 to 22000 (3667*6).
Since mining is less expensive than hunting or TW, I'd guess they all finished that. Barring some crazy tech from a hut, of course.
Elum- probably mining (started with Agri/Hunt)
Caledorn- probably mining
whosit- probably mining
Edit: Hoping for some goodness to the east of the corn. Something like a big fat pig and lots of shiny valuable things.
November 11th, 2014, 20:30
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(November 11th, 2014, 19:22)wetbandit Wrote: Mining gives 2000 soldier points also. Average soldier points increased 1000. Total soldier points went from 16000 to 22000 (3667*6).
Since mining is less expensive than hunting or TW, I'd guess they all finished that. Barring some crazy tech from a hut, of course.
Elum- probably mining (started with Agri/Hunt)
Caledorn- probably mining
whosit- probably mining
Edit: Hoping for some goodness to the east of the corn. Something like a big fat pig and lots of shiny valuable things.
Ah, ok. Then yeah, I think you're right. Which makes sense because BW is always prioritized, and you're right, mining is one of the cheaper techs.
I'm hoping so too! We'll start seeing next turn!
November 12th, 2014, 12:02
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Moved the scout 1SE and saw:
Not much. 1NE, 1E looks like a good next move, n'est-ce pas?
Also, Dreylin & Whosit got a tech this turn, and the demos look like:
Max soldiers went up by 2k, avg went up by 667, which means a total of 4k increase for two people, so two 2k techs.
November 12th, 2014, 12:21
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Since Whosit started with Wheel/Hunting, and thus was probably the Soldier max at 6000, his tech was a 2000 soldier one, so almost certainly mining.
I wish I had time to do all the number crunching, you can figure out a lot from this, but it sure is tedious.
November 12th, 2014, 12:34
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NE-E or NE-NE. NE-E gives us an idea if we will have more seafood there, which might be better.
Yeah the number crunching is tedious. I might have gone overboard with that.
Early speculation without copper, it looks like the fish-sheep spot 3S-1W of the capital is the best location. Can share pigs, can help grow two cottages, has two of its own food which makes it a decent long-term city. Hope there's something better beyond that peak.
November 12th, 2014, 14:12
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(November 12th, 2014, 12:34)wetbandit Wrote: NE-E or NE-NE. NE-E gives us an idea if we will have more seafood there, which might be better.
You can also see the land continues NE, so NE-E will, I think, give us a better idea of where to move next, too.
(November 12th, 2014, 12:34)wetbandit Wrote: Early speculation without copper, it looks like the fish-sheep spot 3S-1W of the capital is the best location. Can share pigs, can help grow two cottages, has two of its own food which makes it a decent long-term city. Hope there's something better beyond that peak.
Do you think we should have that much overlap with the capital? I was thinking 4S 1E of the capital, which will give it sheep first ring, coastal fish second ring, an irrigatable grassland, and a ton of hills for production. Then later a city on the spit of land going SW from the capital that would get the other fish and possibly a resource we can't see (or can't see yet).
We've also got a lot of rivers north, so there may be some good spots there that we can't see yet.
November 12th, 2014, 14:43
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(November 12th, 2014, 14:12)Grimace Wrote: Do you think we should have that much overlap with the capital? I was thinking 4S 1E of the capital, which will give it sheep first ring, coastal fish second ring, an irrigatable grassland, and a ton of hills for production. Then later a city on the spit of land going SW from the capital that would get the other fish and possibly a resource we can't see (or can't see yet).
We've also got a lot of rivers north, so there may be some good spots there that we can't see yet.
Well, it depends. I tend to favor overlapping the second city with the capital somewhat absent a very strong 2nd city location. This is a tradeoff for stronger production in the short-term versus a more productive city in the long run. An overlapping city will be able to work improved tiles that the capital can't work for various reasons, whether stagnating for happy cap or emphasizing hammers for workers, for instance. It can also help grow cottages for the capital. The point is to work more improved tiles earlier thus generating higher yields and enabling faster expansion. Worker turns are at a premium at this point of the game, sharing an improved tile efficiently uses those turns.
We would obviously need to sim out the differences, but a 3S1W second city could borrow the pigs while the capital hypothetically builds a worker at size 2 on the corn plus the FPH and later grassland hill mine. The FPH, albeit unimproved, is not a bad tile for us to work provided we are building a worker, since it provides an extra hammer for the EXP worker bonus. This maximizes use of our tile improvements in the short term. By the time the second city grows, we could probably have a chop into a WB to net the fish (one chop finishes the WB). At that point, that city could build another warrior or worker while the capital grows to 3/starts a settler.
A city 4S1E would be stuck working an unimproved sheep or the soon-to-be-finished mine while waiting for a border pop (which we can't do) for a WB to net the fish or the sheep to be pastured. That's an especially slow developing city. The capital would ostensibly grow to size 3 and then start a worker/settler on the corn, pigs, and FPH/mine. I think 4S1W would be a vastly better city than 4S1E since the fish would be first ring there. The decision would be between 4S1W and 3S1W.
Without seeing any pre-calendar happy resources, our happy cap might be very limited in the early game, so the capital might not be the best place to dump all the food from the corn and pigs.
November 12th, 2014, 21:08
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The turn rolled and we finished researching Hunting. Set BW as the next tech. Worker due next turn.
Scout moved NE-E and found...a whole lot of nothing:
I'm thinking NE next turn.
Demos:
Someone else switched to a FPH as their production went up to 5 and no one has yet increased population. I can only assume there's a micro reason...maybe an expansive civ needs to boost hammers for a workboat or worker?
AdrianIer/Old Harry still haven't finished researching their tech, so they must have gone for a more expensive one. They had Fishing/Mining to start, so maybe they went straight for BW. That would make sense, especially if they're the ones who had the seafood near their capital. So they'll probably pull in BW in just a few more turns, especially working a 5f/2c fish tile.
November 13th, 2014, 01:22
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We have an arboreal start. Maybe those trees become a wonder someday.
I imagine Rome went right for BW. An expansive civ should have been working tiles that brought them to 5 base hammers for the bonus. Maybe someone got a forest growth on a PH. Or just messing with their tiles.
November 13th, 2014, 23:04
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Turn 10
Worker completed this turn and moved him to the corn (made a small micro mistake in not roading the riverside grassland for 1 turn...but luckily not a huge deal...I was just so excited to have the worker finally). Also switched the tile worked to the corn, as planned.
Moved the scout NE and saw:
At least that hamlet is in a good spot, on a riverside grassland. Could actually save the trouble of building one later. Next move...NE onto the hill, or N-NE into the forest? Looks like N-N and N-NW are both riverside grassland. I favor N-NE, but I could be convinced otherwise.
Demos:
Someone grew to size 2 this turn, probably AI/OH as their score went from 32 -> 36. Does that equate to size 1 -> 2? The max food went to 10 from 7, and GNP from 20 to 21 so they're working another 3f/1c tile, probably a riverside food resource.
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