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So road 1W of Brunel (I wonder how many of the teams are considering a similar naming scheme?) doesn't speed Goats up unless we want to plant it 1N - which is on a forest - or 1W, but it does accelerate the Explorer and the Rifle in that direction. So then pop t1 and immediately chop the Gems, or go to the Pigs first?
Oh, Babbage & Brunel have a trade route connection, but Goats does not.
If we want to get the religion to the capital ASAP, we would prefer it to spawn in Babbage rather than Goats - we can somewhat control the chances by whipping down Goats and preserving Babbage at size3 until it has spawned, I think.
I see the argument for OrgRel from the first revolt; I had just got stuck by 1) trying to avoid the potential incremental additional cost of the High Upkeep civic, and 2) when I ran the test with non-SPI, it cost 2t Anarchy to make all 5 civics switches, but 4 could be done in 1t. Not important to us now, but I wonder how the non-SPI teams will handle their revolts.
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(March 18th, 2016, 08:41)Dreylin Wrote: So road 1W of Brunel (I wonder how many of the teams are considering a similar naming scheme?) doesn't speed Goats up unless we want to plant it 1N - which is on a forest - or 1W, but it does accelerate the Explorer and the Rifle in that direction. So then pop t1 and immediately chop the Gems, or go to the Pigs first?
Road 1W is impossible, there is a forest, I am talking about 1NW and it accelerates Goat if we plant it beyond tge lake to the west. There are 2 forests, so we need to stand on them with settler to plant there or 1 more tile to the west still having deer in 20% ring.
March 18th, 2016, 13:48
(This post was last modified: March 18th, 2016, 13:51 by OT4E.)
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(March 18th, 2016, 08:41)Dreylin Wrote: If we want to get the religion to the capital ASAP, we would prefer it to spawn in Babbage rather than Goats - we can somewhat control the chances by whipping down Goats and preserving Babbage at size3 until it has spawned, I think.
I see the argument for OrgRel from the first revolt; I had just got stuck by 1) trying to avoid the potential incremental additional cost of the High Upkeep civic, and 2) when I ran the test with non-SPI, it cost 2t Anarchy to make all 5 civics switches, but 4 could be done in 1t. Not important to us now, but I wonder how the non-SPI teams will handle their revolts.
They do 2 revolts at least. I would go for early golden age so the race for Taj is still possible. Keep in the mind that they can try to have 75% of GE and if they fail they just run GA with the merchant.
I am for trying to chop missionary. But I havent found a way to guarantee in which city religion comes, 2nd or the 3rd ones, so I'd chop in both. Does it allways come to the bigger city?
Btw we havent discussed yet, but I am against trying SoL, it is not worth investments. We'd better capture it.
And dont worry about maintance, it is low and the gold is not that important.
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(March 18th, 2016, 13:39)OT4E Wrote: [Road 1W is impossible, there is a forest, I am talking about 1NW and it accelerates Goat if we plant it beyond tge lake to the west. There are 2 forests, so we need to stand on them with settler to plant there or 1 more tile to the west still having deer in 20% ring.
Ah, the Forest 1W didn't make it into the Sandbox! It does take the Workers away from the Pigs though, so they'd need to spend an extra turn doing something (another Road or 2t into the FP Farm) on the way back. Unless they go straight from there to chopping the Gems and something else.
(March 18th, 2016, 13:48)OT4E Wrote: I am for trying to chop missionary. But I havent found a way to guarantee in which city religion comes, 2nd or the 3rd ones, so I'd chop in both. Does it allways come to the bigger city?
I believe that it's weighted towards a larger city, but there's no guarantee other than that it won't found in the Cap.
(March 18th, 2016, 13:48)OT4E Wrote: Btw we havent discussed yet, but I am against trying SoL, it is not worth investments. We'd better capture it.
Agreed, I think we'll have quite enough other things to work on and besides it's very expensive for a few-city empire - definitely not worth it until we've planted many more cities.
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If the Workers are going to chop the Gems before improving the Pigs, then we probably don't need to pop borders the first turn. If we only send one Worker to chop the Gems, then we can send the second to start work at Babbage or Goats.
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Oh, the password is BTW.
Adding to first post.
March 19th, 2016, 05:45
(This post was last modified: March 19th, 2016, 05:50 by OT4E.)
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(March 18th, 2016, 20:16)Dreylin Wrote: If the Workers are going to chop the Gems before improving the Pigs, then we probably don't need to pop borders the first turn. If we only send one Worker to chop the Gems, then we can send the second to start work at Babbage or Goats. It is ok to delay pigs. We need them after we finish with the first set of workers. The only thing we must watch out is not to mess chop and whip into one turn.
I am going to make some tries in the sandbox today in the evening, my time. Do we have more time to think?
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Yes, there're still a couple of days left in the 1st turn ... although a couple of teams have already ended turn.
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In the first run I got Kremlin by T30:
Some observations:
1) Kremlin race is not compatable with Oxford. You either focus on slaving libraries and universities with org, or grow cities for GPPs
2) T8-T30 I spent on Pacifism. I made 1 missionary by choppings, but for the city#3 I had to make monastery to make another missionary.
3) All GPs I grew in the first 3 cities. GE#1(100%) and GS#3(100%) in the cap, GE#2(100%) and GA#5(100%) in city#2, GA#4(100%) in city#3. To have all GPs at 100% I had to built Taj in city#3, and to remove engineer from the city #3 and get theatre there early. Also it requires manual handling not to get the 4th GA before the 3rd GS or to get GE as 2nd GP.
4) 1 GS is enough for SM, you need to tech it for a few turns, but it is easy with representation. 2 GAs are enough for Communism with minimum own research.
5) I didnt plant more cities in the sandbox, but I of course built settlers though there were not ready very early.
6) I produced very few of military though I finished on nationhood. I think it is possible to make more defenses at cost of later settlers, but as for any other gambit we need to watch our back and what others do.
March 20th, 2016, 05:38
(This post was last modified: March 20th, 2016, 05:39 by OT4E.)
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About early micromanagement:
T0: change civics, plant cap, put science to 0%, tech SM, road to 7 from CAP, start worker
T1: plant city#2, worker 1 goes for gems, worker 2 goes for forest hill near city#2
T2: plant city#3, remove engineer, worker 1-2 start chopping, whip cap, buy worker in city#2
T3: worker 3 (from cap) roads 44 tile from cap, worker 4 mines iron
T4: worker 5 (from cap) roads 44, worker 3 roads 444, worker 1 (on gems) makes road because no culture pop yet, whip city#3
Here is how the picture looks like:
T5: worker 1 chops gems, 2 worker finishes iron, worker 2 starts roading hill, I put wealth in city#2 to save overflow for missionary, care about merchant which is set automatically, city#3 starts theatre
All good if religion comes into city#2. If it comes into city #3 it is still ok with getting Taj 2 turns earlier than without pacifism, but it is a bit more complicated to bring religion to city#2 to generate enough GE points asap
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