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[SPOILER] Azure Moon

(June 10th, 2020, 09:51)Cornflakes Wrote: Just think of the uninhabitable jungle as future prime cottage land. Iron Working provides the machetes to clear the jungle and the swords to claim the Land of Milk And Honey that lies beyond mischief

Go all Brazil on em jungles. I like it.



Starting to see the general layout here. I think we're in the middle east side of the donut.

I played myself with the quick test map. That donut had better nutritional values than this one.

We can still run a big capital with CHR, which should be good when the rest of the land is poor.

The middle looks worryingly rich. That's a race we don't want to be part of.
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Going BW -> Wheel -> Mysticism(?) next.

Warrior -> Warrior -> Worker -> Settler in cap. Timings will change if we pop copper in BFC.

I can get roads down just in time for the Settler to move out. I hope I can scout a bit north, that could be our best bet for second city.

[Image: 7z4Fcto.png]

Earth Mother bless us with fertile land!

"The divine Mother, Devi Adi parashakti, manifests herself in various forms, representing the universal creative force. She becomes Mother Nature (Mula Prakriti Parvati), who gives birth to all life forms as plants, animals, and such from Herself, and she sustains and nourishes them through her body, that is the earth with its animal life, vegetation, and minerals. Ultimately she re-absorbs all life forms back into herself, or "devours" them to sustain herself as the power of death feeding on life to produce new life."

From Wikipedia.
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North looks better! Our scout saw a battle earlier, but I kept pushing instead of healing. We needed the map info. Now he might be at the end of his rope.

It kind of looks like we could be in a corner after all, and this area would be our backline.
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He beat the panther, only to run into a third one! He has a promotion, but can't trigger it for some reason.

My theory from last post seems nearly confirmed now. Then we probably should compete for the western land, huh.
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(June 14th, 2020, 13:09)Jowy Wrote:

He beat the panther, only to run into a third one! He has a promotion, but can't trigger it for some reason.

My theory from last post seems nearly confirmed now. Then we probably should compete for the western land, huh.

should be able to turn on auto-promote to maybe save it? Barbs move at the start of the turn, so promos would be in effect before they move.
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(June 14th, 2020, 13:14)Hollybombay Wrote: should be able to turn on auto-promote to maybe save it? Barbs move at the start of the turn, so promos would be in effect before they move.

I'll give it a shot. Thanks for the suggestion.
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Scout got the promo, but still lost in combat frown



Going to settle a backline city to the North. Two food resources + Riverside cottages + Two plains hills (one with Stone) will make a strong "backbone city".

GeneralKilCavalry has created quite a puzzle for us. Expanding outwards is usually the best idea, but the land there just isn't very good. I think the right answer to this puzzle is to start with this city, and let it support expansion through the poor lands.

Question about the red road. Would that require a bridge to traverse without losing extra movement points?

When we pop copper in 2 turns I will do a new sim and plan out how to proceed from there.
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Argh, no copper in BFC!



This will be the THIRD city. First ring copper and fish. We can't ignore copper cause barbs are on.



Up North the panther is still prowling.

I have two workers out, on chopping duty. After Warrior finishes and we grow to size 4, our build path is Worker (third) -> Settler -> Worker -> Settler -> GROW

Tech path is Wheel -> Pottery -> Mysticism -> Fishing.

I spent three hours straight doing simulations trying to get all the timings right.

When we grow the capital, we will grow it straight to size 7. We'll build a granary, a monument (2x speed) and an unit.

We will get cottages going in capital and second city.

Things might change, but that's the plan for now. What I didn't do was utilize the whip very much. I'll look into that next and see if I can improve the micro.
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We converted to Slavery last turn, just before founding Arianrhod:



If only the fish was a little closer we could settle riverside!

Plan here is to grow on riverside cottages. We'll whip out a monument when Mysticism is done, then connect the fish when borders have popped.

I THINK I will go for a scouting work boat from here, too. I'm concerned about the lack of scouting, and with barbs roaming, I don't think a regular scout will do at this point.

We were among the last to found a second city, but a third one will follow swiftly. Fhirdiad will complete a worker next turn, then starts on a Settler which we'll chop two forests for.

We could have forgo Pottery to get Mysticism and Fishing faster. But with Pottery, we can build a Granary at Size 4 and grow to Size 7 fast and work 3 cottages in capital, also 2 in Arianrhod.

Hopefully it will prove worth it. I have to play to the strengths of the traits I chose.

I have some ideas on what to do with tech after Pottery/Mysticism/Fishing have been completed. Lots of options actually. A few among them are Oracle to Currency, early IW to start clearing jungle, or go after the Colossus for 4 gold coast tiles.
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We met our neighbor! Maybe.



Charriu is EXP/PRO, probably as happy to see us as we are to see him. He does have a large scouting advantage over us right now.

With him probably going heavy on trade routes, opening borders with him might have to be refused.

Third city will be planted on T45.

Looking at the score decreases, it seems I should be whipping more, or at least that's what the others are up to. With 4 growth-nullifying unit builds in a row, I was hesitant to decrease pop.
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