October 25th, 2015, 15:02
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(October 25th, 2015, 01:03)reddog Wrote: I vetoed on my microwork and i decide to let 2 forest for HE in Lapua as well decided to grow to size 4 as 124 tile is great to work.We can get the 2 more setler from jutas and another one from oravainene after a chariot and a workboat.We cant setlemore right now as will be not good as there are no workers turn avaible and i dont like building a city and wait 10 turns to get agranary at this stage .
Revolati is time to grow, i even consider farming a tile so he can grow faster, will chop a forest so we can finish granary asap.Growing both lapua and revolati is a good thing righ now i think.
Yeah, Lapua and Revolahti have taken some beatings in the name of expansion. One thing I was considering though was whether it might be best to alternate growth in the two cities and give wheat to whichever is growing? Perhaps we don't have to farm any tile in Revolahti that way? As you chopped into granary in Lapua last turn I guess that could grow first and Revolahti could do a worker (apart from getting the chops)?
So, 1 settler from Oravainen (after chariot growing and workboat for Pulkkila), and 2 settlers from Lapua (while still growing at some point?). Did you account for getting any settler from Jutas then? I think we can get one from there basically quicker than both a second from Lapua or the one from Oravainen. (and we probably should've whipped the spear one of the two last turns when we were working an unimproved tile...)
(haven't set up that chat account yet, but will sometime tomorrow)
October 25th, 2015, 15:33
(This post was last modified: October 26th, 2015, 00:12 by reddog.)
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I was considering growing lapua to 4 to work the furs(which is more then a decent tile) and start there a setler , will take like 7 turns, which is fine with our growth. You right no farm for revolati(which i want to grow to max size) as we can take some food from lapua when building setlers and lapua can take the mine from capitol.
Jutas will provide 1 setler but i wanna whip just in 2 turn for now so he can be at size 5 while building setler.We need to work as many cotages posible becasue emancipation looks like great civic for us and will be not that hard to hit.
I think someone wants to setle towards us.I think is worthsettling city2 first even we are not totaly prepaared .Anyway please dont end turn as i want to check in the morning if serdoa moved something with that archer.
October 26th, 2015, 06:16
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(October 25th, 2015, 15:33)reddog Wrote: I think someone wants to setle towards us.I think is worthsettling city2 first even we are not totaly prepaared .Anyway please dont end turn as i want to check in the morning if serdoa moved something with that archer.
For lurker benefit, this is what Mack is talking about:
Looks to me like Serdoa wants to settle on the hill 1SE of cows on t72. Would make a fair amount of sense at least. Nat Pagle is his second city, so expanding in this direction isn't far-fetched. The city has first ring cows, can share the sheep initially and I think would form part of an eventual canal linking the outer ocean with the inner sea. Alternatively he’s moving further in between cows and clams (flatland) or even to the hill I was considering 1SE of “city2”.
If we had been lucky Serdoa would’ve concentrated his efforts settling this lovely region:
,but it’s not like I’m blaming him if he wants to settle a choke point against a fairly rapidly expanding neighbor while being protective.
As for our own settlers we’ve got two en route. The first being here:
And the second a turn behind on the wheat.
Basically this should mean that if we want to settle on the “city 2” sign it’s ok to have our second settler go there as a Serdoa city on the hill doesn’t invalidate that and we should be able to settle before him in the turn if he pushes further. If we on the other hand would like a city 1SE of “city 2”-sign, then we really need to send our first settler there asap.
October 26th, 2015, 11:46
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i can bet he wants to setle 1 north of the cows.Well we have a chariot and an axe in the are and from his part we see just an archer.lest see if a setler apear perhaps he is just preparing to road to there.Anyway next turn will have a vision os situation with the scout we can even de declare war and move the scout on road or a forest so he takes damage with archer.lets hope will not be the situation.
October 26th, 2015, 14:59
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(October 26th, 2015, 11:46)reddog Wrote: i can bet he wants to setle 1 north of the cows.Well we have a chariot and an axe in the are and from his part we see just an archer.lest see if a setler apear perhaps he is just preparing to road to there.Anyway next turn will have a vision os situation with the scout we can even de declare war and move the scout on road or a forest so he takes damage with archer.lets hope will not be the situation.
Well, since we had finished the turn and I couldn't really do anything this turn anymore I decided to log in (partly because I thought I might need to pause the game) and have a look around.
As I thought, Serdoa has moved his worker to the archer and as we hoped there was no sign of a settler yet. In other words, there's no way Serdoa could settle on the hill 1N of cows before t73. That's the same turn our second settler could settle on "city 2"-hill. So really, the only danger* is if he settle on flatland 1E instead (and then our odds are probably quite decent of razing the city).
I don't think we should keep the scout in his current position lest we really confirm to Serdoa that we're settling this area next. Do you want to scout out DZs borders and further on to Cheater Hater (that I'm fairly certain is SW of DZ since Elkad just declared war on him) or shall we take a look at Serdoas Eastern border region and see who his NorthEastern neighbour is (Commodore??) ?
*providing you don't want us to settle on the hill you think Serdoa is going for.
October 27th, 2015, 00:05
(This post was last modified: October 27th, 2015, 00:28 by reddog.)
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(October 26th, 2015, 14:59)taotao Wrote: (October 26th, 2015, 11:46)reddog Wrote: i can bet he wants to setle 1 north of the cows.Well we have a chariot and an axe in the are and from his part we see just an archer.lest see if a setler apear perhaps he is just preparing to road to there.Anyway next turn will have a vision os situation with the scout we can even de declare war and move the scout on road or a forest so he takes damage with archer.lets hope will not be the situation.
Well, since we had finished the turn and I couldn't really do anything this turn anymore I decided to log in (partly because I thought I might need to pause the game) and have a look around.
As I thought, Serdoa has moved his worker to the archer and as we hoped there was no sign of a settler yet. In other words, there's no way Serdoa could settle on the hill 1N of cows before t73. That's the same turn our second settler could settle on "city 2"-hill. So really, the only danger* is if he settle on flatland 1E instead (and then our odds are probably quite decent of razing the city).
I don't think we should keep the scout in his current position lest we really confirm to Serdoa that we're settling this area next. Do you want to scout out DZs borders and further on to Cheater Hater (that I'm fairly certain is SW of DZ since Elkad just declared war on him) or shall we take a look at Serdoas Eastern border region and see who his NorthEastern neighbour is (Commodore??) ?
*providing you don't want us to settle on the hill you think Serdoa is going for.
so we will have a race?lets asure we have thee first part of the timer.so we will need t o declare war, i consider declaring war so we have the first half or we can use our first setler(we loose 1 turn in developing the city,and i think peace for now worth more, but if you want we can declare as i realy want that plain hill) and there will be no war ,which could be better cause sometimes serdoa can be hot tempered.I didnt decided,so write me back about this.
October 27th, 2015, 01:05
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(October 27th, 2015, 00:05)reddog Wrote: so we will have a race?lets asure we have thee first part of the timer.so we will need t o declare war, i consider declaring war so we have the first half or we can use our first setler(we loose 1 turn in developing the city,and i think peace for now worth more, but if you want we can declare as i realy want that plain hill) and there will be no war ,which could be better cause sometimes serdoa can be hot tempered.I didnt decided,so write me back about this.
I don't think we'll have a race.
Well, not one we are in risk of losing.
IF Serdoa is going for the hill 1N of cows, t73 is the absolutely earliest he could possibly settle. It's much more likely that he won't be ready to settle until t74-75 though.
I didn't see a settler of his last turn, so for him to found on t73 there's two options:
a) this turn (t70) he moves up a settler to same tile worker and archer was on last turn, settler and archer walk together to hill -> road not ready when city is founded
b) this turn (t70) archer and worker move 1NW. Another worker move to where his units are last turn. When both workers have finished roads a settler immediately move to hill and settle the next turn.
Off the top of my head I'd rank probabilities something like:
60% - he's going for that other hill we don't care about (harder to dotmap that other alternative and he hasn't got a good alternative to pop borders)
35% - he's going for the hill you think, but he only has one worker roading so far and he'll be 1-2 turns late to the spot.
3% - he's settling in between cows and clams. Most likely because he sees our settling party and understands he won't beat it.
2% - He's optimized things to settle on t73. Whoever goes first in the turn will get to found a city (and I'm guessing that we're going first currently so we should beat him).
I think we can just settle "city 1" this turn and not declare war and still be perfectly fine.
October 27th, 2015, 02:30
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I setled the city and moved the scout so we discover the land near the city which will plant on plains hill to see if there is food and if we can get another city there because in like 15 turns we will be without more space to setle.
We need to consider our tech path very carefuly as, i think now our future game is decided. I think we have 3-4 good options and will be no easy to pick one.Will post later about them as we still have 3 turns to decide whicever we go.
October 27th, 2015, 11:04
(This post was last modified: October 27th, 2015, 11:26 by taotao.)
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As t70 was a fairly big turn for us I guess it deserves a bit of an update.
So, at the beginning of turn, the Finno-dutch scientists of our empire discover the often most important economic tech of our era, namely Currency.
The importance of it in this game is still up for debate, but let's just say that it will make founding new cities more feasible indeed and building new cities is still something we very much like to do.
Actually, this very turn we got a new build queue when Alavo, our 7th city was founded.
Generally this now means that our demos look good
, but for instance our power graph isn't super impressive
luckily we have 3 units finishing this turn that will somewhat help the situation
Lately I've tried to check up on our neighbours to see if anybody might beat us to currency, and I can gladly say that none of them have, but is there any way to tell in the future (when our own currency already enables gold trading)?
(For instance I believe that Commodore got his second classical tech the same turn as us and an informed speculation whether he might go for MoM or just a decent economy (or conquest) could affect our own decisions as well).
Btw, two of our known contacts were saving money this turn: Serdoa with 33gpt and Borsche with 16gpt. If this is Borsche's max gold saving rate it doesn't bode that well for the future (hopefully it's due to him building units and about to attack REM).
In case anybody's wondering if our opponents are about to research something big, then have a look at this list of current gold deposits:
Another unimportant, but interesting thing I noticed was the culture graph:
Specifically, have a look at REMs straight line. No wonder that city by the gold hasn't popped borders yet, he probably went HBR before even getting access to monuments from mysticism!
Edit: ... and while I'm on the topic of neighbours. Donovan Zoi wrote in the pyft-thread:
Quote:I am going to need lurker intervention for the whole week, which should be fun for all involved. I'll leave details in my thread...
If I were a lurker I could think of two things that would be fun; declare war on a neighbour or finishing a wonder.
DZ, build us TGLH or I'm calling you on false marketing!
October 27th, 2015, 11:49
(This post was last modified: October 27th, 2015, 12:26 by reddog.)
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I think I made a mistake moving the scout were i moved.Is there any rule to keep the setler race ? for example in turn 72 serdoa moves the archer on the hill and see our setling party, so he moves and setles for the cows and clams on the grras , ends turns and after moves the archer into the city, can we acuse him of anithyng? And our spot is invalidated by that move... , Irealy think we should had used first setler to get this spot. The question is what we can do from now?What odds would have an axe and a chariot on super archer on the city on flat land? will be for axe like 5 against 3+2,1 + first strike so will be under 30%, with some luck chariot could win.I was considering next turn to move thescout back on the forest and declare war , he will need to take a 3 vs 2 batle but if score 1,2 hits on the archer our odds will be better.
What about this on turn 72 we move the chariot on grasshill and declare war ?
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