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PB83: Pindicator doesn't know what time zone he's in

Man those are two good cities. Rest will be plains / desert like Yuris last game. I would assume just workers as 2nd city doesn't have border pop.
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With CHA & FIN I think I don't think I want to rush out a settler, instead just grow these to cap on grassland cottages and then think about expanding.
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Alternate 6>3 whip cycle and expand to all the green land we can as fast as we can you say? At least in whatever direction you see peoples. I always prefer racing to an area than having to build an army to take it. If you lose some plains land that is fine, but there looks to be more green west and east / we.

Assuming improvements > chops into grans > cottages.
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Okay, I'm down to 3 options (and writing this out has got me 90% sure which one i want to go, but I still want your take MJMD).  All scenarios have 3 workers & granaries in both cities (but not all start with 3 workers):

OPTION A
We have 3 warriors, first settler has just been triple whipped from our second city, capital ready to triple whip next turn.  Work boat about to be finished from second city with overflow, monument has been built there already with borders due to pop t27 for Clam hookup.  4 cottages, though the one south of the capital I think is premature and I think I can change that into 3 roads instead to improve the worker micro a bit still.




OPTION B
2 Warriors built out of the capital with a third almost complete.  Settler ready to be whipped out of the capital this turn, with the second settler ready out of city #2 when it grows to size 6 in 2 turns.  3 cottages, but i had done the road micro I mentioned in the first option.  Borders ready to pop t26, so the clam is a turn faster.




OPTION C
Settler ready to be whipped out of city 2 this turn, and the second settler ready to be whipped next turn out of the capital.  Also only 2 warriors - this one seems to be the worst in production, but it also didn't whip the granary in the capital (purely chopped) where the other option whipped.  Fewest cottages with only 1.  However, borders will pop t23 for fastest clam hookup.





Openings for the options in spoilers:
OPTION A - 3 workers, all starting in the 2nd city and making their way west as they improve/chop.
OPTION B - 2 workers (1 in each city) and both corns start farmed.  Workers chop granaries in first turns & then hook up cow and improve other tiles.
OPTION C - 2 workers (1 in each city) and granary in city #2.  Workers improve both corn and then the cow (which goes to city2).  City 2 uses the fast granary to whip a 3rd worker.  Worker micro here can probably be improved the most

Let me know what you think.  I'm going to puzzle on the naming scheme some.
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I think I've found my naming theme. There are plenty of characters to go off of, and somehow I never finished the series despite being a huge fan. Alternatively could go off episodes, but ... that 15 character limit is a pain.

Might have to give it another watch and then wrap the thing up proper for once.
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Mediocre naming theme. You are Portugal. There is only 1 correct answer lol .

Option D

1 worker capital 2 eastern. Note I did in CTH so had to add some happy to duplicate RtR cha (I didn't chose because I wanted to test out whipped gran followed by whipped monument and CTH discounts monuments so had to choose no discount traits). Just hooked net this turn. I've noted when workers would have been free to assuming road towards wherever or do another project.

[Image: 0vx1xrU.png]
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Now, I don't think i can take sea shanties from you. It just wouldn't feel right.

Unless you think I should go for a Portugal the Man theme?
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An acceptable compromise

Boring micro below. Make sure you run through to make sure I'm not missing something if you decide to use.


Option D with worker X starting in Lisbon and workers Y & Z starting in Oporto.

[Image: ARSOnPR.png]

T0 X improve C4 corn Y&Z improve B8 corn grans in queue, revolt slavery
T2 ZB6 to chop
T3 YB7 to chop
T4 X 1 T Rd C4
T6 Oporto work cow, X & Z improve cow
T7 Oporto whip gran, Y 1 T rd C6, Edit: Lisbon works cow
T8 Oporto start monument. Y rd C5, X fin rd C4, Z to B2 to rd
T9 X 1 T cottage C3, Oporto whip monument
T10 X improve rice, Z fin rd, Y to B2 to chop, Oporto I think can do either warrior or work boat, don't know how many warriors you want, but if not warrior then work boat
T11 Y & Z fin B2 chop, Lisbon work B4 (note I never tested if its better to work rice instead)
T12 Y improve horse, Z 1 T cottage C3
T13 X & Z fin rice, Lisbon works
T14 X & Z fin cottage C3, Lisbon works
T15 X& Y cottage C5, Y fin horse Lisbon works, Oporto takes cow
T16 Y rd horse, Oporto works new cot C5 Y&Z fin
T17 Z fin rd C6 (note this is where workers can start doing whatever).
T19 both cities settlers. if you did warriors should be natural
T20 Lisbon whips, Oporto grows, hook clam and work
T21 Oporto whips

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I see, I was losing too much efficiency with worker turns despite hooking up the wet corn sooner. Or more accurately, this let's you hook up both corn AND get two chops in for Oporto's granary before borders pop in the capital and you need to hookup the cow.

Option D it is
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So just for RefSteel:

Cities like so:




Archer & 1 worker in the capital.  Scout* and 2 workers in Oporto


*We didn't talk scouting at all, but I think I would grab the hut by Oporto with the scout and let the hut by the rice get popped by the capital's borders.  Scout will head east first because I think that has the best odds for extending the green band (specifically looking at that river in the fog SE of Oporto).  Likely use the archer or first warrior out of the capital to scout west, but could possibly loop the scout around if we want to scout a full ring around our cities to be thorough on city #3 placement.
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