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Turn 59
Land ho! It doesn't look any more appetising than our own back yard though.
And that barb city seems to be doing pretty well... In the next four or five turns we'll know how close it is to OT4E, and can perhaps make plans to capture or raze it. Our first chariot can get there in seven turns.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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(March 5th, 2016, 06:04)Old Harry Wrote: I don't much like the idea of giving OT4E our maps, but if we meet an overseas neighbour in the next couple of turns what do you think of offering a trade?
I think it would depend on which neighbour. We wouldn't want to tell some teams how precisely to sail to our lands, would we?
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Map trade is good imo; aside from concerns about giving it to Mackoti possibly, but even then his ships don't have nav-1 Viking BS. Gives us more information for a relatively low tradeoff.
Barb Galleys will be everywhere.
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Turn 60
No sign of OT4E yet... Also he met someone last turn as his EPs have switched off us (96/100).
This island looks pretty big (and mountainous) but no sign of a contact here yet either.
I'm struggling to perfectly micro the happy cap increase that the gold will give us with sufficient improvements while keeping settlers rolling off the production line.
- I think we want a grass and a plains mine for Gonzo in addition to the two food tiles, then it can produce settlers, chariots and work boats at size 4.
- TheSwedishChef has two food tiles, with three plains mines and a spice farm it can give the wheat away and put 20hpt into workers while losing 1fpt and whipping every ten turns. Or keep the wheat and have another mine at size 6.
- Animal wants to get to size five to work four flood plains cottages. It'll grow on a library and stagnate on settlers. Probably no more whipping.
- Beaker wants to get to size six to work five fp cottages. It'll grow on a granary and then library and stagnate on settlers. The whip might be occasionally necessary.
- City five will work the grass forest hill, then the gold mine then the pig and maths-chop the granary at size 2 and hit size 3 for pig/gold/gold at t80. It won't whip and will build a library fairly fast.
- City six can go to the copper/fish site or head south to the oasis/wheat site. This isn't set in stone in the micro yet, and given the lack of neighbours so far its tempting to get better cities rather than strategic resources... Any thoughts?
Here are a couple of possible dotmaps for the south. I think all the northern red cities are fairly well set. I can't see a better site for green and I doubt that blue will be an early build in either location.
Version 1: Skipping over a load of desert for yellow, this layout means yellow and orange are fairly meh cities. Probably just producers. Green would come before orange here.
Version 2: Yellow will start pretty fast and be slightly less costly than V1, Orange is a much stronger city, although it can wait until after green as well. Yellow could also go 1SW but I'm not sooo keen on that.
There is potential in both versions for fillers in the gaps later on too.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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(March 6th, 2016, 15:17)Old Harry Wrote: - I think we want a grass and a plains mine for Gonzo in addition to the two food tiles, then it can produce settlers, chariots and work boats at size 4.
- TheSwedishChef has two food tiles, with three plains mines and a spice farm it can give the wheat away and put 20hpt into workers while losing 1fpt and whipping every ten turns. Or keep the wheat and have another mine at size 6.
- Animal wants to get to size five to work four flood plains cottages. It'll grow on a library and stagnate on settlers. Probably no more whipping.
- Beaker wants to get to size six to work five fp cottages. It'll grow on a granary and then library and stagnate on settlers. The whip might be occasionally necessary.
- City five will work the grass forest hill, then the gold mine then the pig and maths-chop the granary at size 2 and hit size 3 for pig/gold/gold at t80. It won't whip and will build a library fairly fast.
- City six can go to the copper/fish site or head south to the oasis/wheat site. This isn't set in stone in the micro yet, and given the lack of neighbours so far its tempting to get better cities rather than strategic resources... Any thoughts? Sounds good. If we don't need copper yet then it's better to expand towards Ainu.
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Reg dotmap: I am not a fan of skipping these 3 river grass hills (and 2 more grasslands in V.1), so I would probably settle 1NE of wheat and 2S of it. Else is good.
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(March 7th, 2016, 02:29)ipecac Wrote: (March 6th, 2016, 15:17)Old Harry Wrote: - City six can go to the copper/fish site or head south to the oasis/wheat site. This isn't set in stone in the micro yet, and given the lack of neighbours so far its tempting to get better cities rather than strategic resources... Any thoughts? Sounds good. If we don't need copper yet then it's better to expand towards Ainu.
The sixth settler is getting made in Gonzo and the seventh will only be a few turns later from Animal, so it actually makes more sense to go copper city first, even though the other will be a stronger city.
(March 7th, 2016, 02:57)Haram Wrote: Reg dotmap: I am not a fan of skipping these 3 river grass hills (and 2 more grasslands in V.1), so I would probably settle 1NE of wheat and 2S of it. Else is good.
Aha! That's a much better site. I like it very much. It doesn't share a cottage with Animal which is a shame, but it does make a stronger city and makes the reach to the ivory and barb cities simpler... Sold!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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Turn 62
Now I'm confused, but I think this is good news. Fog gazing makes me think the land is shaped like this (disclaimer: fog gazing can be wrong as well as right) and so OT4E isn't anywhere near to capturing Ainu yet. The warrior will uncover the fogged tiles and head south to see if I'm right.
That leads to a question: I moved the selected Warrior back into our borders this turn to save 1gpt in supply. Next turn a worker will move out of borders too and so the chariot that was moving towards Ainu could move back into our culture and save us about five gold and help protect against barbs. I don't think there is any rush to Ainu right now, so can anyone think of a reason not to turn him around? I haven't ended turn yet so let me know or I'll log back in in a couple of hours.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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In the spirit of fog-gazing this is how I think the immediate surroundings look. It'll be interesting to see how badly wrong I've got it .
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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Don't think there's a big rush for Ainu either, copper makes it much easier to take (of course then the vultures have to actually walk there). It's on a hill and have to maneuver across the river to take it. Defending warriors will have +75% with full fortify bonus so chariot only has 70% on a warrior. So if it has 2-3 warriors, would need 4-5 chariots to guarantee success. That's still around the cost of a settler though, but that city would be expensive.
Also agree with haram's dotmap.
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