October 1st, 2019, 16:00
(This post was last modified: October 1st, 2019, 16:11 by Krill.)
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Turn 7
A new world map, because it's easier for me to visualize the worker micro.
More demographics: players started improving seafood from last turn, this turn the none expansive players should start improving their seafood tiles.
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(October 1st, 2019, 12:37)Krill Wrote: Joey, thoughts on second city NE of the plains cow? I'm still thinking granary before settler is smarter, as is double worker: we need too many worker turns to just get a road down and chop a granary, and improve food.
Also it turns out for any city we plant other than ivory/rice city, using a worker to road a tile rather than chop delays the city being founded by a single turn, and saves a chop.
I think it basically has to be there. The dry rice is worthless early-game, and the lake-fish, while quite awesome, requires that we very carefully plan the city nearby it because a.) we need to make sure we can get a workboat in there, b.) it'll probably be our Moai, and c.) it'll probably be our 3rd city.
On a related note, seeing what looks to be an expansive of tundra and a confirmed expanse of desert within 2 tiles of each other is quite depressing.
October 1st, 2019, 18:17
(This post was last modified: October 1st, 2019, 18:26 by GermanJoey.)
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Who the hell has 7 CY on T6? edit: oh, I guess a civ starting on a 2h plant and was adjacent to a forested PH could get a WB out in 6 turns, and then be working a city-adjacent fish this turn.
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The plains cow sucks though. 3 food? It means we have to steal the wheat from the capital, which means we have to get the rice improved, we need 9 worker turns worth of roads...and it's still the best option we have?
Turn 8
Hill 2S of the scout, so expected move is SW - SE next turn.
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Joey, we need to go back and look at that single worker opening, straight into a settler at size 2 or size 3, and how an immediate rice hook up works out. My gut feeling is it is behind on commerce but not by much, but way ahead on foodhammer output.
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(October 2nd, 2019, 03:57)Krill Wrote: The plains cow sucks though. 3 food? It means we have to steal the wheat from the capital, which means we have to get the rice improved, we need 9 worker turns worth of roads...and it's still the best option we have?
Oh I completely agree. There's not even an option to farm some grassland... the only thing that could save that site from not being horrible is if copper shows up on grassland nearby.
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(October 2nd, 2019, 04:54)Krill Wrote: Joey, we need to go back and look at that single worker opening, straight into a settler at size 2 or size 3, and how an immediate rice hook up works out. My gut feeling is it is behind on commerce but not by much, but way ahead on foodhammer output.
Agreed. I will finally have a bit of free time to look at sims again starting tomorrow night... how far out do we want to forecast? (e.g. at around which turn should we want to judge results?) Our initial sims were only until the early 30s or so, but I think we'll need to go out to at least the early 40s if not T50 to really be able to tell which is better. I feel like a metric of how well city 3 is developed is important.
Speaking of city 3, I think we want 1W of the clams. The advantages there are the auto-trade route sharing the rice in order to accelerate its important border-pop for the lake-fish, and the extra hills, which are actually quite good tiles when you have a fucking 7f tile in your BFC. Even with Cha we won't be long for that city's happy cap if we only rely on the whip. Also, I think this spot might be auto-routed via the coast (if i correctly remember how that works), although I guess our capital's 3rd ring borders will pop on T50 so maybe that's not such a big deal. OTOH, 1SW of the clams has advantages as well... it gets 3 forests first-ring in order to pop borders faster + granary, and gets 3 more water tiles, which is important if we plan on making it the Moai. That said, perhaps dubbing it the Moai on T8 is maybe getting ahead of ourselves. Maybe the scout can find something better.
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Every time I look at that fish 2NE of the plains ivory I wanna grind my teeth!! ARRGHHHH!!!! If it was only 1E, that would be a great spot!
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Running micro in my head: granary eot30 grow straight to size 6 with a one turn detour to drop a chop into a settler, triple whip T39, settle t4 with road in place and rice improved t36, and another settler whip t46 without a chop.
Even if we just rushed a settler out we can't settle before t34, and that is an insane plan, a saner plan gives city 2 t35, with worker two finished eot35, no road, rice hooked and cow and forest chop in city 2 on schedule. But no granary in the capital.
I just think the start is slow and we just have to accept that.
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I'm also considering 1N of the clam for city 3. Steal a capital forest and I think we can get it settled.with a size 1 granary by around t50. I reckon T50 is the timeframe we need to consider as that takes into account all our tech timings, city 3 and how we fit in all the granaries.
We could get 3 granaries down by t50. That would make up from r having fuck all city and worker numbers.
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