February 1st, 2015, 13:08
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(February 1st, 2015, 12:24)Dreylin Wrote: (February 1st, 2015, 12:17)ipecac Wrote: KJ starts this turn, will take break to build a Warrior and then triple whip to completion.
Do we get the Stone bonus on it this turn? Yeah.
February 2nd, 2015, 23:07
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Rolled the turn and played both. Couple of things we need to work out in the plan:
Settler at Smurf popped early - turns out Angry citizens don't eat when a Settler is in production so we get the extra 2f x2turns. Settler is sitting on the on the Marble site if we want to found next turn - or we can send on to the farther Eastern site to get that spot going while the we have the enforced Peace...?
The Hub didn't switch back from Axe to Galley last turn; I decided to finish the Axe rather than switch back to the Galley, so there's some reworking needed here.
Oh, and I noticed when flicking around that Twisted Pair could complete The Great Wall in 6t ... not sure if we really want it for the GPP, but it would be a hefty source of Culture on the border.
February 2nd, 2015, 23:46
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Quote:Settler at Smurf popped early - turns out Angry citizens don't eat when a Settler is in production so we get the extra 2f x2turns. Settler is sitting on the on the Marble site if we want to found next turn - or we can send on to the farther Eastern site to get that spot going while the we have the enforced Peace...?
Huh. That's a bug, right?
IMO the Southern site is preferable especially since we'll need to keep 3+ Axes at ex-Moai to ward against amphibious attacks unless we can use Triremes to hold the chokepoint at sea.
Quote:The Hub didn't switch back from Axe to Galley last turn; I decided to finish the Axe rather than switch back to the Galley, so there's some reworking needed here.
I did consider that option but planned to build to finish the Galley it because we do want to start exploring and settling the South with the Galley ASAP, which was IMO more worth it than getting an extra Warrior, but this should be fine as well.
Quote:Oh, and I noticed when flicking around that Twisted Pair could complete The Great Wall in 6t ... not sure if we really want it for the GPP, but it would be a hefty source of Culture on the border.
Culture-wise it's not worth it: we'll need to spend at least 150/1.75= 85.7 h on it for 2 culture, we can build a Temple and a Monastery for 3 culture at slightly less than that. It may be worth it for denial purposes to Elum or for fail gold, though I think it'd be better to go 2T Temple and then Forge (or vice versa).
February 2nd, 2015, 23:53
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(February 2nd, 2015, 23:46)ipecac Wrote: Quote:The Hub didn't switch back from Axe to Galley last turn; I decided to finish the Axe rather than switch back to the Galley, so there's some reworking needed here.
I did consider that option but planned to build to finish the Galley it because we do want to start exploring and settling the South with the Galley ASAP, which was IMO more worth it than getting an extra Warrior, but this should be fine as well. Sorry, maybe I didn't explain - there was a mismatch between the Plan and the game: Plan said that 106 Hub would have switched back to Galley, but the game had it still working on the Axe. I figured finish the Axe t107 and then work on the Warrior 108&109, but we can drop the Warrior and switch to the Galley before EOT - well, I'm going to bed so you'd have to give it a go. We can also plan to whip the Galley...?
Oh, and the Fort is going to take 10 Worker turns, not 6 so I had to juggle the Worker plan a lot at ZIF to find the extra 4.
February 3rd, 2015, 00:56
(This post was last modified: February 3rd, 2015, 02:04 by ipecac.)
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(February 2nd, 2015, 23:53)Dreylin Wrote: Sorry, maybe I didn't explain - there was a mismatch between the Plan and the game: Plan said that 106 Hub would have switched back to Galley, but the game had it still working on the Axe. I figured finish the Axe t107 and then work on the Warrior 108&109, but we can drop the Warrior and switch to the Galley before EOT - well, I'm going to bed so you'd have to give it a go. We can also plan to whip the Galley...? Ah well, we'll whip it then.
Quote: Oh, and the Fort is going to take 10 Worker turns, not 6 so I had to juggle the Worker plan a lot at ZIF to find the extra 4.
I realised I wasn't clear earlier: I think we should found marble next turn. Also, the Warrior that destroyed the Mine should return to 2.5" and not Smurf.
Could you offer Clams for Corn trade with CH? I'd do it myself, but..
February 3rd, 2015, 08:09
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Isn't 2.5" producing its own Warrior? We can put Copper into the new city ... unless we want an Axe in there? Which needs a name selected BTW.
Could you put a note in the Summary tab about the trade; it'll help me to remember!
February 3rd, 2015, 10:10
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(February 3rd, 2015, 08:09)Dreylin Wrote: Isn't 2.5" producing its own Warrior? Yeah, but it's going to be unhappy next turn and the Warrior won't be out yet. It just needs to be there to cover one turn of garrison.
Quote:We can put Copper into the new city ... unless we want an Axe in there? Which needs a name selected BTW.
Warrior should do for now until we have a spare Axe. Name = Service Pack?
Quote:Could you put a note in the Summary tab about the trade; it'll help me to remember!
Done!
February 3rd, 2015, 12:22
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Service Pack seems good for a filler city.
Final comments about the Eastern Spot:
1) we have 8t of Peace remaining, Triremes on the way and can get the garrison up and running fast
2) he's in a war on the other side of his land
3) the longer we leave settling this spot, the harder it's going to be to fight the culture battle with Adrien's new city over the intervening tiles - if we place soon, we can get ahead on that race (we have Religion, he doesn't); otherwise we'll always be playing catch-up.
4) Wheat
I'm OK to plant Marble next turn and go from there, but I suspect it'll be a long time before we are able to turn back and settle this spot if we don't do it now.
(February 3rd, 2015, 10:10)ipecac Wrote: (February 3rd, 2015, 08:09)Dreylin Wrote: Isn't 2.5" producing its own Warrior? Yeah, but it's going to be unhappy next turn and the Warrior won't be out yet. It just needs to be there to cover one turn of garrison.
Except it takes 2t to walk back, so it won't get there before the new Warrior pops anyway.
February 3rd, 2015, 14:00
(This post was last modified: February 3rd, 2015, 14:00 by GermanJoey.)
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(February 2nd, 2015, 23:46)ipecac Wrote: Quote:Settler at Smurf popped early - turns out Angry citizens don't eat when a Settler is in production so we get the extra 2f x2turns.
Huh. That's a bug, right?
Yeah, but its a handy bug. Works with workers, too!
February 3rd, 2015, 21:47
(This post was last modified: February 3rd, 2015, 21:50 by ipecac.)
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(February 3rd, 2015, 12:22)Dreylin Wrote: Service Pack seems good for a filler city. ![thumbsup thumbsup](https://www.realmsbeyond.net/forums/images/smilies/thumbsup.gif)
Final comments about the Eastern Spot:
1) we have 8t of Peace remaining, Triremes on the way and can get the garrison up and running fast
2) he's in a war on the other side of his land
3) the longer we leave settling this spot, the harder it's going to be to fight the culture battle with Adrien's new city over the intervening tiles - if we place soon, we can get ahead on that race (we have Religion, he doesn't); otherwise we'll always be playing catch-up.
4) Wheat
I'm OK to plant Marble next turn and go from there, but I suspect it'll be a long time before we are able to turn back and settle this spot if we don't do it now. Alright then. I'm convinced. ![nod nod](https://www.realmsbeyond.net/forums/images/smilies/nod.gif) In which case we should plant it first, followed by possibly Marble.
Quote: (February 3rd, 2015, 10:10)ipecac Wrote: (February 3rd, 2015, 08:09)Dreylin Wrote: Isn't 2.5" producing its own Warrior?
Yeah, but it's going to be unhappy next turn and the Warrior won't be out yet. It just needs to be there to cover one turn of garrison.
Except it takes 2t to walk back, so it won't get there before the new Warrior pops anyway. No, it needs to go to 2.5", not walk back to Smurf.
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