Assorted Comments:
- I think being behind on food is a mixture of prioritizing granaries early (in every game I've played recently my food has been terrible T50, and strong T75), but also the unfortunate case of being forced(?) to whip that spear in Tar Valon. With decent micro and peace time, we should be able to keep up with the field from here.
- Now that Sailing is finished, it is probably worth building a galley for the island pretty soon. The ICTR are worth having.
- That's a shame about the capital whip, although you're right that it's easy to lose track in a PB. I find the best way to keep track is pretty liberal use of signs, as you may have noticed. It means my screenshots in the early-mid game can look pretty disgusting, but it does really help with things like whip/tile swap timings.
-> Good thinking about how to roll with punches though. I agree that a 1-whip would be a bad idea, and waiting for the next civilian is better. An alternative to a settler in Caemlyn could be a 2-whip Worker -> Galley? It's easy to forget to build enough workers at this point (I know I always forget, at least ) and we need lots of those too, at least one per city ideally.
- I also like the idea of starting a settler to whip in Cairhien at Size4. Perhaps that could be the one that gets on the galley?
- Cairo's location (and existence) is really unfortunate. He and Cornflakes are probably the two worst neighbours here, so that's tough luck. I guess Superdeath would have been worse. Anyway, we need to give ground to him, because Creative makes border skirmishes super unfair for us. Probably trying to get the plains hill Horse/Deer/Lake city, and the wet rice city, are a start. If we're lucky we can grab the Lake Crabs, but I wouldn't expect that. Creative is a really good trait for exactly these kinds of situations, sadly.
- Agree with both of you about the religion. One thing to try could be saving gold until we have enough for Myst and Polytheism in one burst. That way if someone grabs one (or both) religions, we can reconsider. Not a huge deal though, I suspect we'll want Myst regardless.
- How are you finding your first 'real' Pitboss so far? Thoughts on the strengths and weaknesses of turn-a-day play?
- I think being behind on food is a mixture of prioritizing granaries early (in every game I've played recently my food has been terrible T50, and strong T75), but also the unfortunate case of being forced(?) to whip that spear in Tar Valon. With decent micro and peace time, we should be able to keep up with the field from here.
- Now that Sailing is finished, it is probably worth building a galley for the island pretty soon. The ICTR are worth having.
- That's a shame about the capital whip, although you're right that it's easy to lose track in a PB. I find the best way to keep track is pretty liberal use of signs, as you may have noticed. It means my screenshots in the early-mid game can look pretty disgusting, but it does really help with things like whip/tile swap timings.
-> Good thinking about how to roll with punches though. I agree that a 1-whip would be a bad idea, and waiting for the next civilian is better. An alternative to a settler in Caemlyn could be a 2-whip Worker -> Galley? It's easy to forget to build enough workers at this point (I know I always forget, at least ) and we need lots of those too, at least one per city ideally.
- I also like the idea of starting a settler to whip in Cairhien at Size4. Perhaps that could be the one that gets on the galley?
- Cairo's location (and existence) is really unfortunate. He and Cornflakes are probably the two worst neighbours here, so that's tough luck. I guess Superdeath would have been worse. Anyway, we need to give ground to him, because Creative makes border skirmishes super unfair for us. Probably trying to get the plains hill Horse/Deer/Lake city, and the wet rice city, are a start. If we're lucky we can grab the Lake Crabs, but I wouldn't expect that. Creative is a really good trait for exactly these kinds of situations, sadly.
- Agree with both of you about the religion. One thing to try could be saving gold until we have enough for Myst and Polytheism in one burst. That way if someone grabs one (or both) religions, we can reconsider. Not a huge deal though, I suspect we'll want Myst regardless.
- How are you finding your first 'real' Pitboss so far? Thoughts on the strengths and weaknesses of turn-a-day play?