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1N of that fish looks like a GP farm lol.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Turn 27 done:
Land over here in the west actually looking good, and potentially sheltered? Land looks like it narrows here, but can't tell yet whether it continues or its a peninsula.
Settler will be out and next city founded on turn 31, relatively fast?
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Not a bad date. The west does look like its backfill area. Potentially a city NE of the crap could work gold + floodplains cottages.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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You started with two workboats into a worker. The date is fine for that kind of start. But it's not fast.
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Turn 29 done:
Sorry for holding the turn up a bit guys
Settler finishes and begins moving out, unsure what to build next (strongly leaning whip out another worker) but am putting it off for a turn by revolting to slavery right now.
Scout fully reveals this eastern blob of land, looking good.
Also nice backline here, although land is spotted out in the fog. (N.B. resolution is as am posting from work/travel laptop etc.)
I think when I'm finished up with work later today I'll make a dotmap, there's enough information now to have a good think about it.
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scout NE-NE the next 2t since its already there, definitely dont wanna miss out on ocean fish ect if those fogged tiles are seafood. Another worker followed by a warrior, then a whipped settler would be a decent plan.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Posts: 220
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Joined: Jun 2021
Turn 30 (and 31) done:
Settler founds our second city, Cosyton, on turn 31. And begins working the rice immediately, building a warrior for lack of options.
Worker wanted to move towards copper, but was blocked by an unwelcome lion last turn, so moves to chop another forest. Really not sure what we can funnel this chop into, but I'll work it out I'm sure. We also whip out a worker and get some juicy overflow.
Other less important stuff: Scout was whacked by a lion (took 3 hits at 2% odds, cmon man), so stays in place for now. Not doing the binary research thing only because I'd like for next worker to half-build roads enroute to second city copper.
" Cosyton. A hideous sham of a town, in which the prosperous citizens have no gripes or moans. Sadly, even the children are happy and secure. This is because they aren't punished for non-existent crimes!"
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Extremely tentative dotmap.
The cow/sugar city is a question, denser build I think is a better city overall, but the hill plant is more of a reach and a blocker.
The gems city, I see plains hill plant as absolute best, the alternate plant is more a last resort plant.
Issues I see with dotmap: East is really barren foodwise, and I really have no idea what to do with it beyond the corn city.
West area is cramped as hell, but that feels almost purely out of necessity. /shrug
In terms of priority of next city, I think its eastern corn city to secure that flank. Venturing further down the river to grab the cow might be a good idea too, just not a fan of venturing into the jungle that quickly. Northern fish/sheep is excellent, but doesn't claim any land towards enemies.
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imo, with barb warriors ect starting to spawn, getting to the last turns that stopping and healing with a scout is worth it. Should be able to use the scout on the Silk tile to the west to BarbBust that entire west.
I dont like the top right dotmapping without the coast/ocean tiles being unfogged. Gives bad vibes. Corn city seems fine. Fogbust the west with the scout, send a warrior + settler east for the corn, and move axe + settler south for the cow imo. If we get that copper tile hooked up (animals cant enter borders) we have alot less to fear. IMO, the chop can go enter a settler and then grow on a warrior the turn after with us whipping 4<2 on the settler when we get to there.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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(July 20th, 2021, 16:12)JackRB Wrote: Really not sure what we can funnel this chop into, but I'll work it out I'm sure. We also whip out a worker and get some juicy overflow.
You don't have to finish the chop, you can leave it with 1 turn left for later. Just put up a sign so you don't forget.
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