Update time!
So when we last left off, I was showing off the results of my micro plans for producing the next settler and Mjmd was realizing that I maybe didn't totally know what I was doing with micro honestly I think I'm at least decent, but that doesn't mean that I can't make mistakes or need help/someone checking over my ideas from time to time. I am not immune to being dumb!
where we were:
Anyway, we spent the next few turns figuring things out and working out how to found/improve the second city, Thalassina. Basically we worked out that we could send a worker with the settler so that we could start farming the wheat immediately after founding the city. The other settler went to build a camp over the deer. In the meantime, Mjmd spent some time coming up with some micro plans:
Based on these, I quickly decided on the plan that involved whipping the capital for two reasons. First, it allows the fourth settler to come out earlier, which is important because that settler is the one that secures our copper resource. Second, it allowed for Stonehenge to be completed fastest - allowing us to whip it to completion on T48. (We would change this later -- whipping wonders is of course very inefficient!)
While I was checking over Mjmd's micro plans, I also built a map of the world as we know it and checked the second city micro. I quickly realized that that city would also be able to build a second worker in this time frame -- except I was being dumb and wanted to do it by whipping the work boat, and then whipping a worker with overflow. I sent these messages, which sum up my thoughts:
So we had something of a plan at this point. But then we started panicking over the possibility of JackRB trying to whip some axes and rush us. So I started revising the plan to take into account prioritizing the copper. In the process of revising things, we also realized: (1) by moving the worker at Thalassina straight toward the fourth city location, we could build roads in such a way that we could get the settler there in one turn (2) we could whip the worker in Thalassina at size 4 and also build a Quechua and the work boat by exploiting the cow mine in exactly the same number of turns in the previous plan (3) we could set up the our third and fourth cities to have two axes at our fourth city before T49 if necessary (4) we could do all this and also set up Ater to finish Stonehenge naturally at the end of T49. This being our final micro plan, I actually have pictures this time!
Here's the setup producing the axes. Wolof can whip one and Foramen can work the copper to produce the other:
Of course, this sacrifices growth, so we won't be doing this unless we see JackRB's power graph spike.
Here's the overall outcome of the plan at the end of T49:
We'll see how well it works. I think we're competitive for Stonehenge, but I wouldn't be surprised if we lose it to India . . . or JesseL, I suppose. It's the kind of thing that would be easier to produce in a size 8 city -- and tbh, I have no idea what else JesseL is doing with a size 8 city . . . But the rest should be fine. We'll see at the end of this turn, but it looks like JackRB whipped Everview last turn, before he would have had the copper linked up, so he probably went worker into settler. So I think we'll be safe from an axe rush -- though it looks as though we'll have our axes in time if it's necessary!
Now for the current overview. We just founded our third city, Wolof, south of Ater on the river. Long-term that'll be a nice commerce city, with lots of grassland cottages and two gems. Ater is getting ready to whip the settler next turn, and Thalassina is happily building a work boat while working tons of food.
We've been exploring the southern area in the meantime -- we're moving the Quechua west just in case we need to defend the fourth city location -- and we've spotted a few decent medium-term city locations for after we get iron working. (Well, we spotted one really nice city location, but it's so close to JackRB's territory that we'd be lucky to actually plant a city in the optimal place yields-wise. More short-term, our fifth city will be going on the hill tile on the land bridge - not in this picture but it's in others. It's at least a really nice city after we get a lighthouse (+10 food surplus! tons of 3 commerce tiles!) and it'll be fantastic under Moai if we can put it there. It's also just a really nice border fortress, since there's likely a neighbor across the way. We'll have to send a Quechua that way at some point to check it out.
If you're wondering about all the signs in the southwestern corner, that's just Mjmd and I having a tiny conversation over that spot. That would be a really nice city, but I think it would require JackRB to actually misplay for us to have a real shot at it. We'll see if we can at least plant a city to pick up the gems and cows, though.
Our tech situation is okay; we're behind Fishing and Pottery on JackRB, and he'll have AH around the time we research Fishing. I believe we're up Mysticism on him though. Anyway, we'll be able to research a lot faster once we start building some infrastructure; up until this point we've been lacking commerce due to no trade routes and the lack of seafood resources to give commerce at the capital. But the grassland gems will allow us to push commerce without sacrificing growth, as will grassland cottages once we get Pottery.
If anyone is interested, here's a copy of our detailed micro plan through T49. Note that the stuff the workers are doing after chopping out Stonehenge are kind of approximate; I wasn't too concerned with the details of that and I know they need to be further optimized. I'm also assuming that we'll build the axes; obviously that gets swapped for more growing if we don't have to. (Note to Mjmd -- if you haven't realized it, I've labeled our workers in-game with the numbers I use to refer to them here. In case you need to take the turn or check something you should be able to follow along using that).
I admit that I've mostly given up trying to figure out too much from the demos screen; I've worked on it some and I'll attack it when I have some time tomorrow, but I'm not convinced we can get all that much in the way of useful info out of it. But I think we're in a pretty good spot. We'll have four cities shortly, they'll be improved in due order, we may be able to grab Stonehenge for free border pops, and we could still be in position to grab a religion. I think we're doing okay, all things considered! We'll see how that pans out though
Edit: One thing I forgot to mention -- sadly, it looks like our scout may not be long for this world. On its return journey to fog-bust it landed right next to a barb warrior. Granted, the scout's on a forested hill and has Woodsman I, but that still only gives it about 36% odds to survive. Thankfully the quechua is be in position to clean up the warrior in a few turns, so the city spot should remain safe.
So when we last left off, I was showing off the results of my micro plans for producing the next settler and Mjmd was realizing that I maybe didn't totally know what I was doing with micro honestly I think I'm at least decent, but that doesn't mean that I can't make mistakes or need help/someone checking over my ideas from time to time. I am not immune to being dumb!
where we were:
Anyway, we spent the next few turns figuring things out and working out how to found/improve the second city, Thalassina. Basically we worked out that we could send a worker with the settler so that we could start farming the wheat immediately after founding the city. The other settler went to build a camp over the deer. In the meantime, Mjmd spent some time coming up with some micro plans:
While I was checking over Mjmd's micro plans, I also built a map of the world as we know it and checked the second city micro. I quickly realized that that city would also be able to build a second worker in this time frame -- except I was being dumb and wanted to do it by whipping the work boat, and then whipping a worker with overflow. I sent these messages, which sum up my thoughts:
Here's the setup producing the axes. Wolof can whip one and Foramen can work the copper to produce the other:
Of course, this sacrifices growth, so we won't be doing this unless we see JackRB's power graph spike.
Here's the overall outcome of the plan at the end of T49:
We'll see how well it works. I think we're competitive for Stonehenge, but I wouldn't be surprised if we lose it to India . . . or JesseL, I suppose. It's the kind of thing that would be easier to produce in a size 8 city -- and tbh, I have no idea what else JesseL is doing with a size 8 city . . . But the rest should be fine. We'll see at the end of this turn, but it looks like JackRB whipped Everview last turn, before he would have had the copper linked up, so he probably went worker into settler. So I think we'll be safe from an axe rush -- though it looks as though we'll have our axes in time if it's necessary!
Now for the current overview. We just founded our third city, Wolof, south of Ater on the river. Long-term that'll be a nice commerce city, with lots of grassland cottages and two gems. Ater is getting ready to whip the settler next turn, and Thalassina is happily building a work boat while working tons of food.
We've been exploring the southern area in the meantime -- we're moving the Quechua west just in case we need to defend the fourth city location -- and we've spotted a few decent medium-term city locations for after we get iron working. (Well, we spotted one really nice city location, but it's so close to JackRB's territory that we'd be lucky to actually plant a city in the optimal place yields-wise. More short-term, our fifth city will be going on the hill tile on the land bridge - not in this picture but it's in others. It's at least a really nice city after we get a lighthouse (+10 food surplus! tons of 3 commerce tiles!) and it'll be fantastic under Moai if we can put it there. It's also just a really nice border fortress, since there's likely a neighbor across the way. We'll have to send a Quechua that way at some point to check it out.
If you're wondering about all the signs in the southwestern corner, that's just Mjmd and I having a tiny conversation over that spot. That would be a really nice city, but I think it would require JackRB to actually misplay for us to have a real shot at it. We'll see if we can at least plant a city to pick up the gems and cows, though.
Our tech situation is okay; we're behind Fishing and Pottery on JackRB, and he'll have AH around the time we research Fishing. I believe we're up Mysticism on him though. Anyway, we'll be able to research a lot faster once we start building some infrastructure; up until this point we've been lacking commerce due to no trade routes and the lack of seafood resources to give commerce at the capital. But the grassland gems will allow us to push commerce without sacrificing growth, as will grassland cottages once we get Pottery.
If anyone is interested, here's a copy of our detailed micro plan through T49. Note that the stuff the workers are doing after chopping out Stonehenge are kind of approximate; I wasn't too concerned with the details of that and I know they need to be further optimized. I'm also assuming that we'll build the axes; obviously that gets swapped for more growing if we don't have to. (Note to Mjmd -- if you haven't realized it, I've labeled our workers in-game with the numbers I use to refer to them here. In case you need to take the turn or check something you should be able to follow along using that).
Edit: One thing I forgot to mention -- sadly, it looks like our scout may not be long for this world. On its return journey to fog-bust it landed right next to a barb warrior. Granted, the scout's on a forested hill and has Woodsman I, but that still only gives it about 36% odds to survive. Thankfully the quechua is be in position to clean up the warrior in a few turns, so the city spot should remain safe.