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Poll: Which is your favourite Muppet
You do not have permission to vote in this poll.
Kermit the Frog
3.85%
1 3.85%
Miss Piggy
0%
0 0%
Fozzie Bear
3.85%
1 3.85%
Gonzo
7.69%
2 7.69%
Rowlf the Dog
0%
0 0%
Scooter
7.69%
2 7.69%
Rizzo the Rat
3.85%
1 3.85%
Pepe the King Prawn
0%
0 0%
Bunsen Honeydew
0%
0 0%
Beaker
7.69%
2 7.69%
Statler
3.85%
1 3.85%
Waldorf
0%
0 0%
the Swedish Chef
34.62%
9 34.62%
Sam Eagle
7.69%
2 7.69%
Dr. Teeth
3.85%
1 3.85%
Animal
15.38%
4 15.38%
Total 26 vote(s) 100%
* You voted for this item. [Show Results]

 
[Spoilers] It's time to play the music

Turn 45

We're one beaker short of AH this turn frown. TSS could work the water or spice to get it, but then the granary is a turn late and it costs us zero food. dubious.gif. Logged back in to make the switch jive.


OT4E's scout is sneaking away frown. I think the south coast looks like this (disclaimer: flying camera notoriously unreliable) so the warriors could follow these paths. I don't think we need the zone def warrior except that it won't be long until barbs can enter our borders...
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I hope we find horses in a good location (say 1N of Animal), and don't have to rely on human horses.




If we're moving down the ZD warrior, I think that copper warrants that the SE warrior there take a look there. Even if we don't send it down, I think another detour is ok. In any event, I hope that's an area designed to be contested, rather than easy access for someone else.

Re: dotmap, I think blue is in the best position it can get, despite the low food potential. Pig plus two golds is just fine early on, especially since we need happy, and will fund calendar+currency. It can pump warriors/chariots/workers at size 3. Would we even need a granary there early with +2 surplus at size 3?

There are some unfogged spots that may contain seafood on that coast (however unlikely), so lime and green are much more fluid. Those spots are not great long term cities either, so hopefully we can find something better to the south for cities 6+, or settle green and then reach for the Ainu area.
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(February 26th, 2016, 12:37)wetbandit Wrote: I hope we find horses in a good location (say 1N of Animal), and don't have to rely on human horses.

Well that strikes fear into my heart.

(February 26th, 2016, 12:37)wetbandit Wrote: If we're moving down the ZD warrior, I think that copper warrants that the SE warrior there take a look there. Even if we don't send it down, I think another detour is ok. In any event, I hope that's an area designed to be contested, rather than easy access for someone else.

Like this or straight SE?



(February 26th, 2016, 12:37)wetbandit Wrote: Re: dotmap, I think blue is in the best position it can get, despite the low food potential. Pig plus two golds is just fine early on, especially since we need happy, and will fund calendar+currency. It can pump warriors/chariots/workers at size 3. Would we even need a granary there early with +2 surplus at size 3?

There are some unfogged spots that may contain seafood on that coast (however unlikely), so lime and green are much more fluid. Those spots are not great long term cities either, so hopefully we can find something better to the south for cities 6+, or settle green and then reach for the Ainu area.

If we mine the gold and work it while waiting for borders to pop for the pig the city takes 9 turns to hit size 2, then 6 for size 3 and 13 for size 4 (to work a cottage). Size six takes 73 turns total.

If we do all of that but chop a granary at size 1, the city takes 9 turns to size 2, then 3 for size 3 and 6 for size 4. Size six takes 41 turns total.

The granary works the second gold three turns earlier and further tiles quicker too. I'd like to get one grass cottage and two grass windmills eventually, so size 6 (or 7/8 with desert/plains windmills). I wish I knew when we'll get Machinery, because those thirty turns may not matter at all. I think we'll probably whip once or twice in the city, perhaps a library?

We'll know most of the northern seafood next turn... Agreed that we want to reach south once we have gold and a strat resource hooked. Most of the other cities (apart from yellow which is pretty strong) can wait.
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SE warrior was more move SE-? (probably SW) depending on what was revealed.

Not clear on granary math for gold city, size six takes how many turns (you listed 73)? Are these math chops? We put these chops/hammers into granary vs op cost of a worker or other mp/chariot unit. Don't disagree the granary is a competitive build, but possibly a worker chopped out there may speed far flung expansion better than a granary. Obviously important to grow ASAP to pig-gold-gold. We'll see what is a better option.
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Turn 46

Lots of pics this turn. First up, where are our horses?


Second I sent the scouting warrior SE - we may even get a chance to kill OT4E's scout this way (although if he's heading away from us then I'm not that worried about it). SW, NE or SE next?


Third I think there are only six spots where there can be any seafood, most of them pretty unlikely. I'll move the warrior SE next and then let him heal before circling over to the gold city.


Then we have OT4E's graphs. They make me think he went Fishing-Mining-BW-Wheel-Pottery and he's built two warriors.


We have a slight GNP advantage even if you discount CRE.


Early 2nd city FTW!


He's working three mines already?


He hasn't revolted to slavery and he didn't found Buddhism.


(February 27th, 2016, 00:21)wetbandit Wrote: Not clear on granary math for gold city, size six takes how many turns (you listed 73)? Are these math chops? We put these chops/hammers into granary vs op cost of a worker or other mp/chariot unit. Don't disagree the granary is a competitive build, but possibly a worker chopped out there may speed far flung expansion better than a granary. Obviously important to grow ASAP to pig-gold-gold. We'll see what is a better option.

I got the numbers mixed up - its 41 turns with granary, 73 without. Although growing 3-4 or 4-5 will take 7 turns so a whip cycle could happen there too. I've not simmed far enough to know if we'll have Maths for the gold city, but it'll get 20 hammers in the 5 turns it takes to pop borders, so will need two chops for the granary. I guess we see how we're doing for workers at that point.
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(February 27th, 2016, 05:16)Old Harry Wrote: He's working three mines already?
Maybe one jump is due to building a Granary (assuming MFG measure multiplied hammers and not raw hammers).

It's weird that he hasn't gone for Slavery for a cheap 1-pop whip Granary.
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Turn 48

Three turns today! Borders popped in Gonzo revealing more islands - it looks like there are three sets of mountains before the next continent, which I think means it will be inhabited... That means Sailing (which we want anyway) and Alphabet are useful early techs for overseas trade.


There will be no killing of OT4E's scout frown. I'm going to guess that he's based to the east of Ainu, as he'd have uncovered this land already if he came from the south.



(February 27th, 2016, 05:48)ipecac Wrote: It's weird that he hasn't gone for Slavery for a cheap 1-pop whip Granary.

I guess he looked at the amount of food on the map and decided that mines were more efficient than whips? I know I'll be heading into Caste ASAP for similar reasons.
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(February 27th, 2016, 16:57)Old Harry Wrote: I guess he looked at the amount of food on the map and decided that mines were more efficient than whips? I know I'll be heading into Caste ASAP for similar reasons.
Yeah, this map is terribly barren. What benefit does Caste give in this version? Would windmills be good?
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Turn 49

Continuing the pattern of posting demos only when flattering.


Exploring finally uncovers some food.


And its probably time to think about city specialisation a bit.
- TheSwedishChef isn't a commerce giant, but with farms and spice plantations it can have +12 food, supporting four plains and two grass mines (with another four plains hills and one grass hill available to run starvation hammer projects, or windmills). In the near future it can run three plains mines and produce 3 turn workers. Once we have enough workers we'll get a barracks, some units and ASAP the Heroic Epic. I'd like the Staue of Zeus too, but I think the MoM takes precedence. I don't think it's got late-game ironworks potential as it can't have a levee, but its the best production city early on.
- Animal has five flood plains and three plains that can be cottaged then one grass and four plains hills (three shared with TheSwedishChef) for windmills. Early on we'll build settlers here with any excess food, then we'll want a library and all the other commerce multipliers.
- Gonzo is going to get Moai and be a bit of a hybrid, although mostly concentrating on hammers and building units and boats.
- City4 (desert floodplains) has six flood plains and two grass tiles for cottages along with Marble (+3 commerce) and two plains hills. It also has a couple of desert hills that could take a windmill. I'm pondering moving the capital here or to Animal when Bureau comes in, but I just don't think the return is going to be huge - anyone know the best way to value it?
- City 5 will be for the two gold, and will max out at size 6-8 and get commerce infra.
- City 6 will finally get the copper in a pretty shitty tundra-locked affair
- City 7 I presume will go to the northern sheep, but it could stretch south instead.



(February 28th, 2016, 08:54)ipecac Wrote: Yeah, this map is terribly barren. What benefit does Caste give in this version? Would windmills be good?

Actually Serfdom might be more useful - windmills get an extra hammer and workers work faster. Caste is as normal and would be handy for dropping into in golden ages for GP generation.
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Did you consider, how many forests you need to spare in your capital?
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