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[SPOILERS] Dark Savant leads the noble Inca as half-noble Churchiill

I just got introduced to DM of Engineering.

It's one of the best laughs I've had in a while.

This has been a Dark Savant Blog/postcount++ Post.
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Random other observations while I'm still at work:
  • Everyone else is also expected to have copper at the capital, and not on a river, for sake of balance.
  • We're hoping horses are farther away than that, but they might not, like in PB37.
  • Even without moving our scout onwards and discounting anything there, it's unclear where our third city should go.  I personally really like that 6-food site long-term, not a great site now but it constrains nearby cities -- we'd probably want one on or 1W of the flood plain to the west (the one flagged "t11 Lion").
  • That 6-food site does have the problem of making a non-offensive plant to its west impossible.
  • ipecac is logging in and out a lot.  Maybe he's just reflexively logging in like I've already done a few times. crazyeye There isn't much C&D to do that benefits, and it's unlikely he's already in a serious turn split ... right?
  • If I get home before wetbandit rolls the turn, I'll still probably log in just to see if ipecac has revolted to Slavery.
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ipecac didn't revolt to Slavery.

That suggests he already has two food resources improved.
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Turn 22 (3120 BC)

We emerge from anarchy, as our worker finishes the second corn farm.

Our scout (now with 99% health and a promotion in reserve) resumes exploring.

[Image: t022-abundant-seafood.jpg?raw=1]

That's a lot of seafood -- it's also probably a little too much of a reach for a second city.

C&D: No soldiers and no technologies appeared this turn.

wetbandit and yuris125 both grew their capitals to size 3 this turn.
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Click here for an updated sim.

Included is a save with the first 22 turns already played.
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Simming is suggesting that even our proposed city #2 will cost 2gpt maintenance.

I'm wondering about building not just a third, but a fourth worker; we can get Pottery on turn 42 and whip two terraces the next turn.  We then use our four workers to start building some early cottages and build roads to our third city, while we grow King's Landing quickly to size 5 (two corn farms + two flood plains cottages + copper mine) and then finally get around to building our third settler.
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Turn 23 (3080 BC) - Part 1

Moving the scout onward reveals a suspicious-looking marble tile.

[Image: t023-suspicious-eastern-marble.jpg?raw=1]

That's 8E 3N of King's Landing.  I'll bet that's the halfway point to our eastern neighbor.

That unrevealed territory to the scout's south is something we should get around to unfogging, but it's clear by now we don't want to plant any very early cities there, and we can always send some other fogbusting unit later.

The quechua moving towards our city #2 site finds a lion moving around.

[Image: t023-lions-everywhere.jpg?raw=1]

I'm not going to finish the turn for now -- that's pending some simming focusing on the problem of "how soon do we want to improve that copper, anyway?"
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Turn 23 (3080 BC) - Part 2

I didn't catch this before, but we have a new forest at 5 o'clock.

C&D:

22000 soldiers appeared.  16000 is two rivals getting Bronze Working.
  • Charriu: +6 points for researching Bronze Working (and he can't have more than 1 warrior -- he's now tied for highest power just with one).
  • ipecac: failed to grow to size 3, so I'm supposing he built a warrior (someone must have this turn).
  • JR4: +4 points for capital growing from size 2 to size 3; +6 points for researching what I'm recording as The Wheel.
  • superdeath: +17 points for 12 land tiles controlled by his capital's second ring for 20 turns.  Still at size 1.
  • WilliamLP: +6 points for researching Bronze Working (cannot have built another warrior).
Simming still in progress.
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Turn 23 (3080 BC) - Part 3

Current capital overview, showing our free forest growth.

[Image: t023-brand-new-forest.jpg?raw=1]

Our current thinking is that we want to improve the copper (6 foodhammers) relatively soon.  This will slow down putting out the first settler, but that doesn't matter as much as it would otherwise, since where our growth really takes off is after we whip terraces.  We also want to avoid the once-planned size-3-to-size-2 whipping with that copper present.

I moved the worker west of King's Landing; we plan to chop that forest into a worker (without whipping it), then move worker #1 to the copper.

Worker #2 will chop the two forests at 6 then 5 o'clock (free forest that doesn't cause micro problems!  twirl ).  The settling delay also gives worker #2 time to chop the newly grown forest, and be in position to start pasturing the sheep at city #2 immediately.
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Turn 24 (3040 BC) - Part 1

(It isn't obvious from my posts, but Hitru and I are conferring by PM.)

Okay, it's clear that settling to the east isn't going to happen for city #2 and probably also not #3, and it's relatively easy to bust fog that close.  So the scout presses east.

[Image: t024-familiar-jungled-gems.jpg?raw=1]

Those are some familiar-looking jungled gems -- I'm guessing there's exactly one of those for every player.  (edit: Wait, there are two there, so okay, two per player.)

Also. the eastern choke doesn't look as defensible as the western.  We'll probably settle westward first anyway, so it's more likely we'll settle the western marble first than the eastern marble.

Our worker starts chopping the forest west of King's Landing.  Fewer places for boars to attack Baratheons, I suppose.  lol

That lion didn't move.  I thought animals always moved if they could?  Ah well; our lone quechua moves to our intended city #2 site.
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