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I'll recommend education soon, your capital has good food to support river plain cottages, imo. Fishing works for commerce, but coast without lighthouse are pretty...uninspiring.
Do you have a detailed plan for your worker? That can and should influence what to build/when to grow pop. With current tech you can work corn farm, cows, winery, plains forest deer, floodplain farm and a grassland farm. Lots to do.
No rhymes as posting from phone.
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Oh and the torc is not high priority imo. Scout info much more important. If it helps vs a spider, good, that might be best use of it
March 13th, 2015, 16:52
(This post was last modified: March 13th, 2015, 16:59 by Northstar1989.)
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(March 13th, 2015, 11:15)Molach Wrote: I'll recommend education soon, your capital has good food to support river plain cottages, imo. Fishing works for commerce, but coast without lighthouse are pretty...uninspiring.
Eventually- but I'm more interested in maximizing my food and hammer production for the meantime (and the snowball effects). With the Clan on the loose, there's no telling when I might be facing a huge horde of invaders!
Ancient Chants is probably next- but then Mysticism (for the Pagan Temple raise to the happy-cap) is probably going to come next after that, rather than Education...
(March 13th, 2015, 11:15)Molach Wrote: Do you have a detailed plan for your worker? That can and should influence what to build/when to grow pop. With current tech you can work corn farm, cows, winery, plains forest deer, floodplain farm and a grassland farm. Lots to do.
I take it one turn at a time this early on. No telling what might happen next. But the Cow and floodplains are likely my next priorities after the Corn. I want to get my food+hammer production rolling ASAP.
A second Worker is also high in my priority-list with this map and the seemingly vast distances between players to expand into...
(March 13th, 2015, 11:15)Molach Wrote: No rhymes as posting from phone.
Aww....
Regards,
Northstar
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Workers wander the length of the land
Building mines and farms by hand
What they all do gives me a headache.
But the first one I try not to forsake
I agree about workerforce. What he does is pretty obvious, question is how much to grow before starting second. Floodplain farm I think takes a while to complete, so I'd guess at size 3, maybe, working corn, cow, deer. (You should be able to put a turn into winery on way to floodplains on way over from cows btw). This is when the pros sim it out, I've done that a game or two. Still lost though.
I think that when capital hits max it will almost be out of good tiles to grow onto (resources, river grassland). With winery +1 happy helps. So at max it should be able to build quite a few settlers/workers for the empire first before needing temple happy to grow. Or are we thinking running a priest to bulb something...
Awaing more scouting info. I see horses popped westward, nice production tile at least for now.
March 13th, 2015, 22:43
(This post was last modified: March 13th, 2015, 22:44 by Northstar1989.)
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(March 13th, 2015, 20:21)Molach Wrote: Workers wander the length of the land
Building mines and farms by hand
What they all do gives me a headache.
But the first one I try not to forsake
Forsake? How/why would I forsake a Worker???
(March 13th, 2015, 20:21)Molach Wrote: I agree about workerforce. What he does is pretty obvious, question is how much to grow before starting second.
Depends how soon I get Fishing for city #2. If I get it from another village (exceptionally unlikely, but I've been following the score and it seems nearly everybody has been getting tech-pops so far: what are the chances of that!) then probably sooner than otherwise, for instance...
(March 13th, 2015, 20:21)Molach Wrote: Floodplain farm I think takes a while to complete, so I'd guess at size 3, maybe, working corn, cow, deer. (You should be able to put a turn into winery on way to floodplains on way over from cows btw). This is when the pros sim it out, I've done that a game or two. Still lost though.
I'm not aware of Flood Plains taking any longer to farm than Grasslands, etc. What would make you think that?
Yeah, the Deer are a nice early tile- but ultimately I'm going to want to focus on Farms and Pastures so that I can explode across the landscape with new cities!
(March 13th, 2015, 20:21)Molach Wrote: I think that when capital hits max it will almost be out of good tiles to grow onto (resources, river grassland). With winery +1 happy helps. So at max it should be able to build quite a few settlers/workers for the empire first before needing temple happy to grow. Or are we thinking running a priest to bulb something...
Or... We could try and secure some additional happy-resources with the new cities. The coastal settlement is in BFC range of a Whale, for instance, and the Mana Node could be used for an early Enchantment Mana (from which Enchanted Swords would also be a nice touch...)
(March 13th, 2015, 20:21)Molach Wrote: Awaing more scouting info. I see horses popped westward, nice production tile at least for now.
Yeah. The Plains Hill next to the Horse might be a good place for a city. It's also got a couple Flood Plains, and it's close enough to steal the Cows from my capital (so I can work some of the other awesome tiles near it). Thanks for pointing that out.
Sorry for the recent lack of rhymes. I'm all rhymed out for the moment.
Regards,
Northstar
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Forsake - it rhymed!
I meant that in my games the first worker might get a detailed micro plan where I work out exactly how long he will spend doing each task, and exactly how much food/hammers the capital gets.and so on.
Once my worker count exceeds my number of thumbs I just go with gut feel when I order them around.
That plains hill actually looks very good to me - corn needs a border pop but agranism floodplains count as proper food in my view.
Some terrain, desrte snow tundra..?...have increased time to build improvements. So definately floodplains. How long depends on game speed, easy to check.
March 17th, 2015, 04:29
(This post was last modified: March 17th, 2015, 04:31 by Northstar1989.)
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(March 14th, 2015, 02:50)Molach Wrote: Forsake - it rhymed!
Ahhh.
(March 14th, 2015, 02:50)Molach Wrote: I meant that in my games the first worker might get a detailed micro plan where I work out exactly how long he will spend doing each task, and exactly how much food/hammers the capital gets.and so on.
Once my worker count exceeds my number of thumbs I just go with gut feel when I order them around.
Oh, I'm definitely considering specific micro-plans. But I don't usually bother deciding on one until it's necessary... Who knows what might happen in the meantime (while my Worker is farming the Corn)
(March 14th, 2015, 02:50)Molach Wrote: That plains hill actually looks very good to me - corn needs a border pop but agranism floodplains count as proper food in my view.
Yeah. It's looking pretty nice to me too...
(March 14th, 2015, 02:50)Molach Wrote: Some terrain, desrte snow tundra..?...have increased time to build improvements. So definately floodplains. How long depends on game speed, easy to check.
I think you're mixing up base terrain types (Grassland, Plains, Desert, etc.) with a *terrain feature* (Forest, Flood Plains, etc.) The latter doesn't directly affect build-times (except Fallout- which prevents any improvements from being built in the first place), although it can require turns to clear before building a Mine, etc.
Flood Plains have no listed penalty to worker-speeds. However the tiles they normally appear on ARE always Desert tiles (which have slower build-times) so I think this is what you're thinking of...
I do believe that Flood Plains overwrite the penalties for a Desert tile, though. I know they remove the movement and defense-penalties, at the very least, and I'm pretty sure they remove the worker-speed penalty as well... I can't remember ever observing a slower improvement-time on Flood Plains tiles in any of my vanilla FFH2 games thus far... (no idea if this changed in EitB- since I only recently moved over to the modmod when I joined these forums and started playing PBEM's...)
Regards,
Northstar
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Nope, they don't. Try building a farm on a floodplain(/desert), and it'll always take longer than on the same grass.
(This is the case in base, and has not been changed in EitB.)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
March 17th, 2015, 04:51
(This post was last modified: March 17th, 2015, 04:53 by Northstar1989.)
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My Scouts their Torc durst love!
It protects them from the venom of giant spiders, preying from above!
And exploring hither they come across what by chance?
A goblin fortress- would they care to dance?
While clownish workers golden fields do tread...
More Scouts prepare to set forth- hoping not to wind up dead!
And fickle numbers, what can you tell us today?
One of our rivals built on a coastline- our fair ships will have prey!
OOC: Looking at the Demographics in my current, groggy state, the only useful bit of knowledge I could discern was that the "Rival Worst" column of the Land Area figure indicated quite clearly that at least one of my rivals settled alongside a large body of water...
Regards,
Northstar
March 18th, 2015, 13:46
(This post was last modified: March 18th, 2015, 13:47 by Northstar1989.)
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Ho, ho, foolish knaves!
It looks like we have Gold to crave!
And while this Gold does lie far away...
And Wolves and Giants keep prospectors at bay...
Our golden Corn is here to stay!
And more Gold still lies not far away!
And today, today is a glorious day...
Our clownish culture is certainly here to stay!
Or so let us hope, and let us pray...
Regards,
Northstar
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