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Oh. Oh dear...
Btw, if it's costing too much, it may be worth sacrificing a worker for a guaranteed kill. Up to you to evaluate, of course.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Actually /the/ most annying thing is that I'm 1t away from competing the Pasture on the Eastern Cows and the &%*$ Griffon has been stopping me from doing so. You might be right about the value though; maybe I'll finish it with a single Bloodpet as cover and a couple more in range but out of sight to hit. I'll think some more and see where his Griffon has moved this turn.
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Well, this turn the second one wandered off towards the NW (the first has swung around the West already), so I could finish the Pasture. Reshuffled the 'pets around to do some exploring & support the coming expansions. Also juggled tiles to try and maximise Commerce; started the run to MotD, but it looks like I may need an extra turn of Gold along the way (esp. if the new cities raise the cost/beaker ratio).
Training Yard finished in Bagpuss, so Moroi on the horizon for clearing out Lairs....
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(July 20th, 2015, 21:06)Dreylin Wrote: Training Yard finished in Bagpuss, so Moroi on the horizon for clearing out Lairs....
Actually, scratch that for now; after further thought, Auror's borders showing up to the East means that I need to be more aware of that region and potentially make a land grab towards it (or be in a position to prevent the reverse from happening).
There's a C2 Bear wandering around there (no idea if it's HN or Barb) that has kept my 'pets penned up and prevented me viewing past my tentative "canal city" location, so I'll need to send some backup - maybe a second Moroi or a the lvl3 'pet that's still healing. Actually possibly both since I know there are (were?) Lairs that way as well.
I'll grab some regional pictures from the current turn so we can discuss. (& before I get distracted by '44...)
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Beers are more likely to be barb than not, IMO, because they're not very good units so it can be best to take home and culturize.
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(July 21st, 2015, 15:36)Qgqqqqq Wrote: Beers are more likely to be barb than not, IMO, because they're not very good units so it can be best to take home and culturize.
Mmmmm, Beers!
Which reminds me, I should probably find a slot for Deruptus soonish. Probably in Bagpuss once I've popped a few Moroi out - I can put a few hammers into it between unit needs while Ivor & Noggin pound out the Settlers.
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t72 -
The Southeast:
City on the indicated spot will use the Settler due from Ivor in 3t. Noggin's Settler will speed up a turn with a chop - Worker on the Corn will finish the road and then move 1N to do that. I have a second 'pet coming this way, I think.
The Southwest:
Major benefit is that it can be founded without any sort of border pop and is close to the Capital for distance maintenance. Need to explore a bit further in this direction to know where to go. Note that the other Griffon has now confirmed itself to be owned and not Barb.
The Northwest:
Hello, who's this? No fortification bonus, so possibly just hiding from the Griffon that just passed. His Scout didn't come this route so hopefully he's just scouting. Founding in this area would be grounds for war. He knows where my Cap is though, so I doubt he'd grab for it.
The marked spot is ideal from grabbing the resources in the area as well as defensively from both a land and naval perspective. Needs a border pop though, and ideally for Ivor to have popped first to snare the Pigs. This could be a border city depending on how Ventessel goes into the Lair area. There's also a spot for a filler near Brigit to grab the Crabs and unused Pigs, though I need to check whether that body of water is large enough to allow Ships to be built to gauge the long-term utility.
The Northeast:
Totally devoid of fresh water past the Oasis, Cottageland is pure backfill, however the Sheep/Oasis spot could be founded immediately. The rest are a bit speculative at present until defogging is finished (to come soon), but the marked canal city could found in ~16t when Noggin's 3rd ring grabs the Crabs. I might send out a WB from Noggin to scout / pop the shipwreck and then return for the Crabs.
The South:
Need to understand the area a bit more, but the marked canal spot is strong. With the rest of the dotmap it divorces just a single land tile, 3N, which is equidistant from it, Willo and the new SE city. IIRC a fort on that spot would grow and increase the defenses for all those cities eventually, right? City is reasonable from the get-go, but needs a good defense and a quick (or pre-built) WB. This might be the second site grabbed if the Moroi have success against the Bear and find it favourable to grab for.
With the existing overflow in Bagpuss I'll put out 3 Moroi in 6t and can assess need after that.
Demos:
Time to turn those Prod numbers into more cities to improve the others....
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Good sites all. Apart from the SE one, what is the timetable for them all?
Yeah, Citadels do that.
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(July 22nd, 2015, 15:31)Qgqqqqq Wrote: Good sites all. Apart from the SE one, what is the timetable for them all?
Well, next two Settlers are due EoT75 & EoT78. In current configs Ivor can build one in a little over 7.5t, while Noggin is about a turn slower - so say 2 Settlers every 8t if we're just using these two cities, or 20t for 5 bringing up to 9 cities ~t100, which seems a good rate.
That lets me keep Bagpuss on Moroi as needed and otherwise Deruptus, and leaves Willo putting out Workers and any supplemental 'pets needed - although I will review the relative outputs once Willo completes its Manor and may switch it around a bit.
I'll also probably slip a WB into the queue at Noggin after the current Settler (pending 'pet defogging around the shipwreck), but that also gives me an opportunity to grow it into unhappiness ahead of the next happy cap bump.
OO coming in (t82-ish) will complicate things a bit. Ivor is the city that most needs the border pop, but Noggin is currently the best (non-Cap) hammer city (Ivor & Willo are Food-heavy, so need to stay on fh builds). So Noggin will hopefully host the first Temple and work on Zealots for spreading. I think they are the top 2 candidates for founding location, so if we get the Holy City it should be one and the starting Zealot can then spread to the other. If that's the case there's no real rush to push for spreads in the near (20t) future, by which time the next ring of cities will be up and running and can pick up Settler duty.
(July 22nd, 2015, 15:31)Qgqqqqq Wrote: Yeah, Citadels do that.
Excellent, so that's penciled in for down the road ... when I get the right tech ... etc.
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t74 -
Griffon continues to annoy, and this is definitely a second Bear in the area:
Maybe I should consider a Scout?
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