I suppose if we're just gonna leave him fogbusting for awhile, a scout is fine...
[SPOILERS]PB46: (In Search of) Fine Foreign Dining, by Hannibal of England
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We need a fogbuster for just to the north of the cow city, which blocks of barbs spawning around the ivory until capital borders pop, then we can reposition slightly to the NW. The unit itself will be safe and never be in combat. We want that unit in position around t40 anyway, and the scout would also give us safer cover to get the settler in position than a second warrior, and it gives us the flexibility which scout we could use for cover.
The scout just seems the more utile option here.
Fine, fine.
Btw, what is your microplan for the granary? I was just playing around with this: https://docs.google.com/spreadsheets/d/1...=329137203 I have yet to verify it in-game, but the stats are T32 Granary, T40 Settler (planted 1NE of the cow T41), and T46 second settler. Uses 3 chops total. IIRC the settler timing is the same as what you had, but this one only uses a 1pop whip from 5->4 on T39, which leads to a faster 3pop whip of the second settler. I seem to remember that whipping the worker first was crappier than slow-building it... I'm gonna try that this weekend. (after verifying the above in-game)
Ok.
We revolt slavery t15, whip worker t16, dump overflow into worker and then grow straight to size 3. The worker moves t17, chops/cancels t18, farms wheat complete t23. Then worker moves back onto forest t24, chop complete t26 into worker2. Worker 1 moves into second forest t27, roads t28. Whip second worker t28, overflow into granary t29 and chops t29, both workers chop same forest t30 to complete granary with 2 hammers overflow. Avoid growth on t31,grow@3 eot32, growth@4 eot33.
The micro for the workers after that is variable, because it is possible to just chop the northern forest on t30 without putting the road don't an, and instead sending the second worker to road the plains hill and improve the rice. Worker 1 would complete the third chop, lands t34 into the settler, otherwise grow every turn for a triple whip t39.
I have sometime tomorrow morning, I was planning to update the aim with a new map and play up to t28 with full instructions and a posted sim.
With any luck we see where copper is this weekend. BW due in 4.
Turn 11
Lion is dead and we have a bit more seafood to the south. On Demographics news: OH and Hitru grew to size 2.
I'm not sure if we want to scout that far south right now. We could do, or we could send the scout to the south west. No point in healing at this point, the scout is 11 health, if we need to promote it to heal 5hp we could do in the future.
I'd rather not scout any further south, personally.
I went in-game to verify my sim; looks like I wasn't calculating initial granary fill right, which put me a couple food behind later... didn't need to avoid-growth anywhere though. Got a couple that were pretty close to it: here's one with a triple whip: (16f binned, 31h into settler EOT) here's one that uses a double: (22f binned, 24h into settler EOT; +2 worker turns total) that last one allows pretty much immediate regrowth to size 5, setting up another double whip for the second settler. |