April 3rd, 2021, 12:56
(This post was last modified: April 3rd, 2021, 13:11 by Rusten.)
Posts: 1,996
Threads: 4
Joined: Aug 2009
Ah nevermind, the 2nd forest is not in range, but what I said about the granary in city 2 still stands.
edit: I think we should have both workers mine the grass hill. And complete the remaining 10 hammers with natural production. That sounds much better than delaying the granary to size 2 to me. Capital can use the wheat meanwhile.
2 turns of mine and 1 turn of wheat is enough (4x2+2x1 hammers). That will also put it at 12/22 food, which means that it only takes 2 turns to grow afterwards to size 2 (and get 10 out of a max 11 food overflow). From opening up the save and looking I think that's the play.
Posts: 4,650
Threads: 33
Joined: May 2014
Re: granary in 2nd, it's in the spreadsheet . Building it on natural hammers with half full foodbox. The idea is to grow to 4 quickly and whip a worker.
But I'll compare it to a granary whip before committing.
The 2 workers are busy between chop for the cap and building the road to 3 until the turn before founding, so no time to prechop. The question is if we can find the then raw hammers for the sz 1 granary.
Posts: 1,996
Threads: 4
Joined: Aug 2009
But is that road so important? It's only 1C per turn and from what I remember it doesn't get the city settled any sooner.
Posts: 4,650
Threads: 33
Joined: May 2014
It is important if we want to build copper units, but that might indeed not be the case.
April 3rd, 2021, 13:42
(This post was last modified: April 3rd, 2021, 13:43 by Rusten.)
Posts: 1,996
Threads: 4
Joined: Aug 2009
We have graphs on Elkad and no barbarians lurking -- I don't think copper is a pressing concern. If things change both workers can hook it up in a jiffy. Delaying it a couple of turns is ok IMO.
April 3rd, 2021, 15:22
(This post was last modified: April 3rd, 2021, 15:28 by Miguelito.)
Posts: 4,650
Threads: 33
Joined: May 2014
Yes that should work. Chop the GHF t45 upon founding, copper mine comes 3 turns later to complete the granary, the turn before the fish gets connected. 1 turn spent working PF.
Regarding city 2, if we were to whip the granary, it still doesn't make sense to do so now, with 1/26 in the foodbox, right? Work any tile while filling up so it gets to 12/24 the turn we whip. Well anger would come and wear off earlier if we whipped now.
edit: well at least as long as the third tile produces 2f, which is currently not the case.
Posts: 1,996
Threads: 4
Joined: Aug 2009
Yeah, if the 3rd citizen is food neutral there's no reason to whip it other than starting the timer earlier (which is still valuable, but hardly required). I'll leave the final decision on time to whip for you, just update the spreadsheet when you decide so that I can sim along later.
April 3rd, 2021, 16:55
(This post was last modified: April 3rd, 2021, 17:24 by Miguelito.)
Posts: 4,650
Threads: 33
Joined: May 2014
(April 3rd, 2021, 15:22)Miguelito Wrote: Yes that should work. Chop the GHF t45 upon founding, copper mine comes 3 turns later to complete the granary, the turn before the fish gets connected. 1 turn spent working PF.
ugh, that was wrong. The copper mine only finishes the same turn as the fish, but if we then work the fish we arrive at size 2 with just 5 food in the granary. So, I guess we can delay the workboat for another turn / scout with it a bit, so the city works wheat->ui copper -> ui copper -> copper mine (finish granary)-> fish . I don't love it, but can't think of how to do it better right now, and don't really have more time to figure it out.
Whipping the granary in city 2 reaches size 4 the same turn 47 as my slowbuild plan, but with an additional warrior. Otoh, also 3 whip anger remaining the turn we finish the worker, and we're unhappy at size 4 even with a garrison.
I guess I'll go with slowbuild.
I'll play in some ten minutes (really need to go to bed). If you believe whipping the granary is clearly better, go ahead and do so. Atm I just feel kind of tired to make a decision. I'll leave tile assignments on the slowbuild plan.
Posts: 4,650
Threads: 33
Joined: May 2014
Relogged in and whipped. We had been talking about how warriors are useful, right? Still not sure it's the right call. Probably not overly important either.
Posts: 1,996
Threads: 4
Joined: Aug 2009
Warriors are very useful. We don't want to have our settling delayed for lack of fogbusting (big danger once granaries get going -- settlers will come thick and fast).
|