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[Spoiler]Capria Crusadin' Crew - Bannor

You're going to farm the grassland next to the lake, yeah?
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Yes. I'm also seriously considering farming over one of the river dyes for now. At least until the academy is up.
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I don't see that as good. We're still commerce limited - we'll basically be pumping warriors while waiting for Mysticism. Growth is still quite fast with only one farm. I really do like my last sim, I could post a turn-by-turn for it if you want.

Oh, is it for RoB? Hmm. Well, Calendar will be done by the time the farm finishes. By the time we get the second plantation up, we'll be size 3.
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NobleHelium Wrote:I don't see that as good. We're still commerce limited - we'll basically be pumping warriors while waiting for Mysticism. Growth is still quite fast with only one farm. I really do like my last sim, I could post a turn-by-turn for it if you want.
I like it as well and you did a good job presenting it, so no need for detailed turn by turn writeup.
NobleHelium Wrote:Oh, is it for RoB? Hmm. Well, Calendar will be done by the time the farm finishes. By the time we get the second plantation up, we'll be size 3.
And to speed up first settler.

[SIZE="4"]Turn 18[/SIZE]

Started the farm

[SIZE="4"]Turn 19[/SIZE]

:zzz:

[SIZE="4"]Turn 20[/SIZE]

Scout survived a griffon and got enough xp to take Woodsman promo. This raises his survival chances from decent to high.

Calendar finishes at EOT.

People got land points this turn. It'll get me a while to chew through this, I'll post conclusions on next update.
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[SIZE="4"]Turn 21[/SIZE]

Calendar is in. Farm completed. Revolted into Agrarianism. Swapped out of one dye into the farm. Ancient Chants due in 8t. Capital grows in 2t.
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Remember to put one turn into the dry dye before going down to the riverside one. wink

Oh and about the farm vs plantation on the second dye, I thought about it some more and I'd say it makes sense to go with the plantation for now, since our growth is outpacing our ability to improve tiles anyway. If RoB hits we'll probably be done with one plantation and not the other, so we can make the decision to farm then.
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NobleHelium Wrote:Remember to put one turn into the dry dye before going down to the riverside one. wink
I've put two smoke I forgot to leave an unit apart from worker awake and didn't have an opportunity to break the order duh

NobleHelium Wrote:Oh and about the farm vs plantation on the second dye, I thought about it some more and I'd say it makes sense to go with the plantation for now, since our growth is outpacing our ability to improve tiles anyway. If RoB hits we'll probably be done with one plantation and not the other, so we can make the decision to farm then.
If RoB's going to happen early it'll be this turn. Mackoti grown to 3 on turn 20, Sareln was the last person to do so on t23 and t24 ( which didn't happen yet ) is the first turn Mack can cast it with everyone at size 3 or more.

In other news, I'm done with early C&D

Mackoti : 17 land tiles, grew on turns 17 and 20 ( worker -> worker ), researched two techs ( t8 and 21 )
Sareln : 21 land tiles, grew t14 and 23 ( so worker -> warrior -> worker ), techs on t8 and t21
Ravus : 21 land tiles, grew t15-t18-t22, techs t10 and t23
Amelia : 19 land tiles, grew t14-t17-t20, techs t9 and t22
Mr. Yellow : 19 land tiles, grew t14-t17-t21, tech on t9
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mackoti is apparently losing interest in the game. That means RoB being cast in an optimal fashion becomes less likely. Too bad about the micro mistake, hopefully it won't affect Mysticism timing.
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Oh and what I originally meant with the RoB and plantation is that since we won't need the farm until size 2, I estimated that we'd be able to finish the currently being built plantation and put up a farm before needing the farm. Or we could just pause the plantation and build the farm first, since the tiles are adjacent no worker turns are lost. That's better actually, assuming we want to work two farms at size 2...it avoids wasting a turn on half a road (on the way back up) and finishes the plantation on the dry dye a turn sooner. Although that doesn't really matter in the short term.
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[SIZE="4"]Turn 24[/SIZE]

No Rivers of Blood. Which probably means no early RoB.

There's a bear creeping up to the scout. We have just over 70% chance to win this.

Amelia grew to size 5

AC due in 4 turns.

Border pop and warrior at EOT.
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