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I've unfortunately been in the position where HG has always been a catch up wonder. JUST ONCE, I would love if I could use HG to actually catapult me ahead. So yes fundamental fast expansion. See what opportunities arrive. I don't plan on gunning for the stone site, so hopefully whomever is down there is fine just taking the gold and deer because otherwise HG might be a catch up wonder as usual
Having recently made an attempt at capitals, this capital is very low in food. BUT it is very rich in foodhammers and forests to chop. So usually after settler you grow and then maybe max whip a worker if you went 1 worker into settler or you whip a settler if you went two workers. This start kind of just wants to build workers and settlers naturally with some forests chops thrown in. At size 3 it has 15 foodhammers. Maybe tonight I'll wax poetically about the micro I've come up with so far.
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T25
My brain has too many thoughts. Sending scout back up to coast just in case it matters. I want to go for Pin area first, BUT there is a grassland pig!!! I have 3 potential spots for it and honestly its probably being pushed to 6th city unless I do the near one. The main advantage to the nearer one is A) I have no clue what other city would work that silk unless I'm forced to settle backup spot near Pin. B) it can be settled quickly; enables tile micro with capital. C) Plains hill and can steal river tiles from capital for cottages. HOWEVER, on the hill misses the elephant.......
I was already likely to go for Pin area first, but discovered Cornflakes coming from SE. Assuming he is my neighbor that way A) ![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif) , also boo super creative neighbor B) at least is very slow starting techs / combo. Assuming there are midpoints between most players (which makes me wonder if I'm missing a fish or something on coast to east or something just E of my scouting), hopefully Cornflakes has a better contest point elsewhere (lord knows Pin should go for the rice/silver area first).
July 5th, 2022, 23:24
(This post was last modified: July 5th, 2022, 23:25 by Mjmd.)
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T32
Those who have been following my shanties know I love this guy. Since this is more of a traditional sea shanty theme he might pop up more often as he does a lot of those.
Going 2 workers followed by settling requiring 3 turns to move and settle means I settle second city semi late on T32. I know I promised to wax poetically on this start, but I figure no one actually cares ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif) . Suffice it to say even though the overall food is low its been a delight and continues to be.
A Hundred Years Ago will eventually be a commerce city, but for now it's going to one pop whip a worker. Obviously instant trade connection and being a fairly safe plant were high selling points.
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All I can say about the start is that those are some rather topographically odd rivers and lakes, but hey, can't complain about a free trade connection
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It says fresh water but there is no way that isn't a salt lake.
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Just because we can't comment don't mean we don't enjoy reading it
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Curious question: I've implemented some new things in my tracking tool and try to understand something strange.
You finished your settler in T30 and after that put a scout into production in T31, which received a chop from T30. But I see nothing being produced in your capitol in T30. Did you leave your capitol production empty in that turn?
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Anarchy from switching to Slavery?
Participat ed in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66, Pitboss 69, Pitboss 74
Participat ing in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens), Pitboss 81 (lurking giraflorens), Pitboss 83 (lurking Krill)
Criticism welcome!
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Ah right, didn't think about that. Thanks Magic.
July 6th, 2022, 22:52
(This post was last modified: July 6th, 2022, 22:54 by Mjmd.)
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T33/34
Chop was T29 so settler finished in 4 turns on T30.
T34 saw a Cornflakes warrior SE which confirms that neighbor. Means I'm actually in the worst position between Pin and Cornflakes PHAH. I can hope SaC is to my east. Bing as western neighbor isn't bad. I also don't like Cornflakes warrior being near our plains fight point...... Again, I'm really hoping he has better prospects elsewhere or at least is willing to split it.
But speaking of micro..... (yes if you don't care about micro just skip rest this post)
Next settler will be in 5 turns.
So I've kind of stopped posting micro as normally I glaze over reading other peoples, but since some interest was shown, here is what I've done so far. Those who do remember past micro know its usually MUCH more detailed. But this is so easy. If you look at some of my prior screenshots the main trick was just to produce warrior for 2 turns, then scout for 2 turns, then overflow from 2nd worker went into warrior, then 1T scout, then finish warrior to get 2 overflow because deer didn't finish until the next turn. That also gave a scout with max overflow, which was needed.
T12 farm corn
T16 work corn, grow 2h per turn through T19 total 8
T17 worker goes to norther deer
T19 improve deer
T20 go back to worker
T23 worker done go to southern deer, other worker go chop; grow, 5 overflow, base 4
T26 settler, need 2 overflow
T30 worker puts 1 turn into road, revolt into slavery
T32 new city worker
T33 settler
Again at 3 pop its 15 food hammers, so its a super nice start to just easily math out. After this settler I'll grow to 4 then build a worker at 16FH so I can then overflow 4 into a settler for 20 plus a 20 chop and then 2 pop whip. I'll probably regrow to size 3 at capital and then do another 5T settler followed by another whipped one unless I decide to whip a granary instead.
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