A pretty lush midpoint. Weekend will be simming time. Such a cramped map with IMP seems to be calling for near-complete deforestation, who cares about saving chops for wonders.
Team JR4 acquitted themselves well in PB37. They managed to be so prickly they survived all the sharks to the end. I'll need to read their thread, but they seem decently good at both offence and defence for players inexperienced at MP, definitely level-headed.
They'll not be easy to make gains off, but there are worse neighbours in this game.
(April 10th, 2018, 02:08)ipecac Wrote: The choice between AGG/IMP and AGG/IND was settled by map size. 64x40 for 8 players is 320 tiles per player. Minus 40 to 60% of sea tiles, and it's likely to be a cramped map.
AGG/IMP of Zulu would shine in such a situation: IMP spams out settlers, Impis (with chariots) defend what would otherwise be over-extensions, and AGG Ikhandas keeps costs down so the economy doesn't crash.
This was the right call, we have about 47% sea.
The important task now is leveraging IMP properly, which I didn't do well in the last game.
I'm building settler before second worker because hooking up the third pigs ASAP is the priority.
Worker is out, micro plan is:
T11->eot worker complete
T12-> worker moves to pasture northern pigs, build warrior in capital
T16-> pasture complete
T17-> grow to size 2 eot
T19-> start southern pasture, warrior complete eot.
T20-> build settler, warrior moves to city #2 site. BW complete eot.
T21-> convert to slavery
T22-> tech wheel, southern pasture completed
T23-> move worker to forest 2E of capital to chop
T26-> chop done, settler complete eot
T27-> settler and worker move north to city #2 site. build worker 2 in capital
T29-> found city 2, steal capital's pigs, pasture new pigs, build warrior in city#2
T30-> tech AH(?), whip worker2
T31-> worker2 move NW to chop . build warrior 2(?)
The location of the pigs sucks for micro in the first 20 turns, but is great for sharing with other cities afterwards. Not sure if that's overall a good thing.