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[PB79] Giraflorens & Magic Science -- "Fear+Curiosity Gazpacho"

P.S. No Barbarians spotted.

And when we have the time, we might want to chop the Banana Forest at Unalaska and build a Farm instead. -1 hammer for +1 food and +1 commerce and +20 chop hammers. A good trade. Unless we think a Lumbermill or a Cottage would be better for that tile? Probably not.
The Forested Banana is an interesting tile.
There are a lot of unnatural tiles on this map! I like it. smile.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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(August 12th, 2024, 04:30)Magic Science Wrote: Turn 47 and Turn 48 – 2120 BC and 2080 BC

Big things:
The Copper is connected in Juneau but not in Unalaska or Anchorage. When we have more Roads and the Copper is connected to Anchorage, the production in the Warrior in Anchorage will automatically go into a Spearman instead. Do you want to try to train the Warrior before Copper makes Warriors obsolete, or do you want to let the production go into a Spearman? Don’t forget that after 10 turns of not making a unit the production invested in the unit starts to decay.
The warrior has 6 hammers and the spearman needs 35 (vs 15 for warrior), and we don't need now an spearman. I think better finish the warrior now, so we don't stop the workers making roads.

Quote:Two more resources in the west! Good! Unfortunately, no city spot can get more than two resources in the first ring. I think it makes sense to settle for Grassland Hill Cow (same yields as a Plains Cow) and Fish on our side of the water, then research Sailing and settle for Grassland Hill Corn (same yield as the Sheep at Juneau) and Clam on the other side of the water.
Sailing would let us build 1 Galley for 50 hammers that would let us reach at least 2 good city spots. I think it could be a good exception from just building Settlers, Workers, etc. like I said.

I think that maybe Unalaska should make a Worker after the Granary, then a Settler after the Worker. When a city grows and works tiles other than resource tiles, you want those tiles to be improved (usually Cottages) not unimproved like it is now. We need more Worker power.

Also, when Juneau gets the other Sheep, it will have 4 resource tiles and only 4 happiness. 5 happiness with Ivory, but still low. I think a city 1W of the Gold to take one of Juneau’s Sheep and raise the happiness cap would make a lot of sense.
Fantastic. I find the west cities location great. I agree about the worker in Unalaska, it can be done in 4T and after it I can make a Settler in 4T with 2whips

Quote:Little things:
Giraflorens, would you please remove the orange city spot dots from the tiles of Juneau and Anchorage? I do not know how to use the BUG features and those markers clutter the map.

There is a trick for Workers on the borders: after they have done their work for a turn, you can press “cancel” and stop their action. This means
I've tried once to get rid of the orange city spot and I couldn't. Idk why. I'll try again. I knew about the workers "cancel", but I don't master it very well. I'll try too.
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T049 & T050

   

The road made SW of Juneau connected all the cities.  The worker on the Sheep is making a road and ready to improve that resource.

I didn't realized that the horses are already connected by the river, so I started a road at the horses.  So now it is better finishing it and after moving the worker to the cow.
I hope that next turn the warrior will be finished in Ankorage and it is not changed to an Spearman.
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Dang it, I should have thought that the Road 1SW of Juneau would connect the cities. smoke.
It is because of the short river between Unalaska and Anchorage. If I had noticed, the Worker 1SW of Juneau could have chopped the Forest before finishing the Road. Then there would be time to make the Warrior in Anchorage.
Unfortunately, the Warrior in Anchorage will not finish. It will change to a Spearman at the end of this turn. I think you should change Anchorage to make a Granary before the Spearman now.

The Worker on the Horse could go to the Ivory and make a camp for 1 turn, then next turn go to the Cows. That is an option instead of finishing the Road on the Horse. Do you see how that way would also waste no Worker time and get the Cows just as fast? It is an option.
But it might be better to just finish the Road on the Horses.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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Also, it is taking a long time to meet other players. I thought that by Turn 50 the KTB Count sheet would be useful already!
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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T051

   

There is a Warrior Barb near Unalaska.  Usually in this case I would move the warrior on the hill NE, and I think he is got odds for winning due to hille and river defense.  But when I saw the Combat spreedsheet, it takes in account the defense of 75% (forest hill) of the Barb and it says he has odds of winning.  Am I seeing that correctly?

Besides that he is a 3 moves from Unalaska and I am at 4.  What do you think?
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Move the exploring Warrior 1NE. That is the right idea.

EDIT: The Barbarian Warrior will not benefit from the defensive bonus of his tile if he attacks us. So you should not put the +75% into the Combat Calculator. Yes, our Warrior will have odds of winning from +25% Hill bonus to us and -20% river crossing malus to the Barbarian Warrior.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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Also, you should think about moving the Warrior in Anchorage and towards Unalaska. If the Barbarian Warrior by Unalaska does not attack our exploring Warrior and goes directly to Unalaska, then our exploring Warrior will not arrive in time to defend. I do not want to have only 1 unit to defend Unalaska. Then it would be possible to lose the city. Game over.

So send the Warrior in Anchorage 1NW.
If our exploring Warrior wins, then the Anchorage warrior can go back to Anchorage.
If the Barbarian Warrior does not go directly to Unalaska, then our exploring Warrior can get to the city in time, and then the Anchorage Warrior can go back to Anchorage.
If the Anchorage Warrior needs to go to Unalaska next turn, then Anchorage will still be safe because it can whip a Spearman if an enemy comes.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
Reply

T051 finished

   

Warriors moved as planned.

Below I present a project of the next actions (10turns) for workers and settlers.  Open to suggestions.  I don't put anything about Ankorage, because I will make units mostly (chariots and barracks).  In Unalaska and Juneau I will make whipping and built a unit to grow up again to 4 or 5. With the granaries that should go very fast.  The first city should go west of Unalaska and the second East of Juneau, by the Gold.

   

Ah, Magic, can you play the next turn (T52) and start a Worker in Juneau. Thx.
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T052

   

The Barb didn't attack so I moved warriors to Unalaska.

Magic, you can play next turn (53) I will be all day traveling.
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