Turn 33
In the north there’s nothing major to report. Archers move around, don’t see anything much new. Builder repositions to the other wines. The Nazca warrior has remained fortified on the tile where the camp is, presumably to heal up (and is expected of the AI programming). Pindiator’s scout is now SE of the western diamonds.
I do see that I missed some micro at Mashed. I was supposed to spend T31 and T32 working the PFH instead of the turtles in order to 3-turn the current archer. In looking at the actual numbers the archer is at 23.6
on my tracking sheet and shows 21 in the GUI. That means that Agoge and Ta-Seti are additive, not multiplicative, and the total bonus for ranged unit production is 100% (NOT COMPLAINING HERE). Swapping to the PFH as intended would delay city growth by a turn but get the archer done “on time” EoT34. However, I realized that working the GFH for a turn gets me pop growth “now” and having the new pop work the PFH next turn gets me the archer next turn. That gets a
in my book.
Down at Khmer we enter Cambodian territory.
Holy crap. I want me some of that. I expect he’ll move his slinger to the tile NW of the warrior and force me out of the borders to continue moving north. That’s fine because I’ll still see what I want to see. Strategic view shows no hammer at Wealth of Nations so I assume he’s got a unit build going on there (don’t see any infrastructure graphics, either). That open grassland to the NE is the city’s weak point – I’d be able to get three archers attacking the city from that tile and the two north of it. Here’s the zoomed out view from Dauphinoise to Wealth of Nations:
It’s four tiles from that stubby river to the northern borders and the northern side will be completely defogged in three turns. That geothermal vent is on plains and has a 1MP cost. Depending on that river and what’s in the fog I might be able to go around it rather than having to spend a turn crossing it. What’s the timing on these archers (and the warrior) getting there?
- Desert archer: SW of Cows w/ 2MP left during T37
- Dauphinoise archer: SW of Cows w/ 2MP left during T37
- Archer 2NW of Dauphinoise: SW of Cows w/ 2MP left during T40
- Archer built at Dauphinoise: SW of Cows w/ 2MP left during T39
- Warrior built at Dauphinoise: SW of Cows w/ 0MP left during T42
We should be able to start the assault no later than Turn 45, depending on terrain and whether Pindicator sniffs this out. If there’s open terrain between the river and the city then three of the archers could be attacking as early as Turn 42. The one thing to watch is Pindicator’s gold total. He’s got enough to purchase a warrior and would be able to purchase a spearman (if he’s completed Bronze Working by then), either of which would slow down the archers.
The archer finishing at Mashed next turn is destined to go northeast to scout as originally intended. It could be at the river on Turn 43 but I think scouting is the better option. We need to defog and it should beat Pindicator’s scout to any city-states in that direction.
Here’s the dotmap (pinmap?) I mentioned in my earlier post:
That volcano-side Campus location is risky but repair costs are relatively cheap so it might be worth it. I forgot to mark a harbor west of the Mashed settler’s city.
TBS and Cornflakes each completed their third tech while Pindicator gained two population.
I’ve been thinking about shuffling the build order a little bit to get the settlers out quicker. Currently it looks like this:
Mashed: archer (34, current build) → archer (37) → warrior (39) → archer (42) → settler (49) → Campus (57)
Dauphinoise: archer (34, current build) → warrior (37) → warrior (40) → archer (43) → settler (52) → builder (57)
and I’m thinking of switching to this:
Mashed: archer (34, current build) → archer (37) → Campus (44) → settler (51) → archer (54)
Dauphinoise: archer (34, current build) → warrior (37) → warrior (40) → settler (48) → archer (52)
It’s a little risky since the intended home guard units would be escorting settlers. However, the subsequent archers get built pretty quickly and I don’t know we’d be subject to an invasion in that time frame.
This revised order lets Dauphinoise complete the cheaper cost settler, gets the Campus done earlier (more
) and founds cities on turns 52 and 58. Under the original plan they’d both found on Turn 56.