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Dreylin stops for a bite with Decius

(May 21st, 2015, 05:16)Qgqqqqq Wrote: Nope, when you look at it there were dozens of them from the beginning.

Well, so much for my observational skills! lol

OK, so I've generally committed to maximising Commerce through to completion of Calendar, but beyond that I have two main options in the mix:

Option1: Worker-Worker

t6 - Worker, Agriculture at EoT
t7 - Worker 1t Grass Farm
t8-11 Worker Farms Corn
t12-16 Worker Farms FP
t14 - Worker2 at EoT
t15 - Worker2 moves 1N
t16 - Worker2 put 1t into Road; Calendar at EoT
t17 - Worker Plants Cotton, Worker2 Plants Incense; size 4 at EoT
t18 - Warrior at EoT
t19 - Revolt
t20 - Incense & Cotton online; size 5 at EoT
t22 - Warrior at EoT
t23 - Size 6 at EoT


Option2: Worker-Warrior-Worker

t6 - Worker, Agriculture at EoT
t7 - Worker 1t Grass Farm
t8-11 Worker Farms Corn
t11 - Warrior & size 4 at EoT
t12-14 Worker Farms Grass
t15 - Worker moves 1N of Cap
t16 - Worker put 1t into Road; Calendar at EoT
t17 - Worker Plants Incense; Worker2 at EoT
t18 - Worker 2 Plants Cotton; Revolt
t20 - Incense online; size 5 at EoT
t21 - Cotton online; Warrior at EoT
t23 - Size 6 at EoT


Things after the completion of Calendar are a little less defined/refined, but the major differences are the earlier Warrior and that v1 has the FP farmed for a 501 tile (post-Revolt), while v2 has the Grass Farm for 401 along with the 301 unimproved FP (v2 can improve the FP on t26 with Worker2 after the Cotton). Having the individually stronger tile is better in the short term as is allows more flexibility in the other tile assignments while still growing.

Ultimately though, this all comes down to risk; am I willing to risk waiting until t19 to have a second Warrior? Given what I know now about possible locations of spawning Lairs, added to my previous concerns about Volanna, I have to say that doesn't feel like a risk I'm willing to take.

Note that I delayed the Agrarianism Revolts in both cases to complete the current build. v2 is clear-cut IMO to have the extra Worker turn (at the cost of 2hammers, since the food would be converted by the Worker build), however v1 would be a question of willingness to wait /another/ turn for the first Warrior, since it would accelerate size6 by a turn.

I did explore a 3rd option of putting 8hammers into the Warrior so it could be 1-turned in an emergency, however the only way I could preserve the t16 date for Calendar was to delay the initial Worker by 1t and that had all sorts of negative knock-on effects.

As for Research, I think that after Calendar we'll be sorted for Food and Commerce, so it has to go Crafting-Mining to get Production sorted out. Then the road to CoL with a likely diversion to either AH or Fishing depending on how the land shapes up for Settling.

Thoughts, Qgqqqqq?
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Well, I'm a risk taking person. Personally, I'd go worker worker, and damn the consequences - which, IMO are pretty unlikely to actually occur.

That being said, another idea is to put just enough hammers in to enable an emergency warrior coming out in time, and then switch back to worker. I can't know the breakdown, but I think that'd give a good dollop of security whilst keeping focus on growth. ...which you'd already thought of. Oops...still, I don't get why that would affect the first worker coming out at all - just build normally after first worker until up to 8h, then switch to second worker.

Tech wise, I'd consider two alternatives. Firstly, Exploration. This is only worth it if you can't connect to city 2 without it, which I'm not sure whether it is the case or not - I recommend testing, as rivers are screwy. Secondly, I wonder if Mysticism and a GK revolt timed with setller moving might get better hammers for a while - I'm not sure, as this is a very food heavy hammer poor map (at least it feels like), but it might well be possible to delay mining until post-CoL.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(May 21st, 2015, 14:30)Qgqqqqq Wrote: Well, I'm a risk taking person. Personally, I'd go worker worker, and damn the consequences - which, IMO are pretty unlikely to actually occur.

That being said, another idea is to put just enough hammers in to enable an emergency warrior coming out in time, and then switch back to worker. I can't know the breakdown, but I think that'd give a good dollop of security whilst keeping focus on growth. ...which you'd already thought of. Oops...still, I don't get why that would affect the first worker coming out at all - just build normally after first worker until up to 8h, then switch to second worker.

Well the problem that I was having was maintaining the completion date for Calendar, which was because I was trying to generate the 8 hammers into the Warrior in 1 turn and thus couldn't run any Commerce tiles that turn. The solution I came up with was to delay the Worker by a turn and overflow into the Warrior.

Looking back at it again, I see that I created the problem by trying to force the Warrior detour to be just 1turn. I can work Incense & 2x Cotton for 2turns and get the 8 hammers in and then start the second Worker! duh

Which gives:

t6 - Worker, Agriculture at EoT
t7 - Worker 1t Grass Farm
t7-8 - 8h into Warrior
t8-11 Worker Farms Corn
t12-16 Worker Farms FP
t15 - Worker2 at EoT
t16 - Worker2 moves 1N; Calendar at EoT
t17 - Worker Plants Cotton, Worker2 Plants Incense; Revolt
t18 - Warrior at EoT
t19 - size 4 at EoT
t20 - Incense & Cotton online
t21 - size 5 at EoT
t22 - Warrior at EoT
t23 - Size 6 at EoT

Which costs me 1 Worker turn vs Option 1 ... OK, that's much better! thumbsup

(May 21st, 2015, 14:30)Qgqqqqq Wrote: Tech wise, I'd consider two alternatives. Firstly, Exploration. This is only worth it if you can't connect to city 2 without it, which I'm not sure whether it is the case or not - I recommend testing, as rivers are screwy. Secondly, I wonder if Mysticism and a GK revolt timed with setller moving might get better hammers for a while - I'm not sure, as this is a very food heavy hammer poor map (at least it feels like), but it might well be possible to delay mining until post-CoL.

Yeah, I'm pretty sure that Roads will be needed to connect city2 ... good job Calabim start with Exploration. shhh

I will certainly take a look at it, but I really think that delaying Mining would be a mistake on (what I've seen of) this map. For a start, the spot we're thinking for city #2 (1NE of the Cotton) has only a single Forest in unpopped borders so would be basically useless production-wise. I suppose it could race to happy cap and build Workers with Agrifarms while the Cap builds all the other stuff, but it doesn't feel ideal. I'm just not feeling that the turn lost in revolt and the detour from the critical path for Myst would really generate that many more hammers when the Cap can only work 120 & 210 tiles anyway.
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Isn't Myst on the path to CoL? Damnit, I'm getting screwed up by playing religious civs too often!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I pasted together this handy tech tree so that I could check even when at work:

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bow

I bloody love you. Mind if I steal that for the strategy articles thread? I might even edit with the base value of techs.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Sure thing!

t5 -

Looks like there's a good site to the SE with Corn, river ad a couple of forest hills:

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Yay, I think I've come up with a naming theme that I like and could be unique enough that no-one's used before. I'll tease it out over the next few turns; small scale should be pretty obvious but the full theme won't really become fully visible until more cities go down so I might have to trail it at that point. Anyway, suspense for now....
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t6 -

Emily hasn't found anything to bring home yet:


But I don't think she'll be stopping to explore that Dungeon after all....
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t7 -

Agriculture complete & Calendar dialed up; due in 9t. Worker pops; Charlie Mouse puts a turn into a Grass Farm on the way to the Corn.

Emily runs from the advancing Skeleton and finds:


Oh dear, maybe that Warrior needs to complete after all. I guess we'll see what the inter-turn brings...

Oh, and because they're sweet, the demos:

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