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Cyrus of Mongolia: Crazy Horses

Bit of a rush this turn so no screenshots, but:

worker complete in city 2, worker started ready for chop to land on it
WB whipped for 1 pop in capital, WB started
Archer still moving back to capital
Scout moved W,NW and found nothing interesting, will go NE next turn
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Played my turn. After I moved the new worker ready to start the chop I remembered the advice to improve the iron instead, so sorry about getting that bit wrong

[Image: T93%20Map.JPG]

Tempted to start a settler after the WB in the capital
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On quick speed it's probably not worth moving off the forest once you're on it like that; it would then take another move to eventually chop this again and your net loss is probably less if you just go ahead and chop. Not going to make or break the game or anything smile.

Capitol can go settler or worker. I'd almost advocate build worker on seafood tiles and then whip a settler (whipping gets IMP bonus, food does not but workers don't benefit from IMP and you're going to need one to improve both the hills near capitol and city #3).

City 3 is a very powerful choice for you by the way; it gets instant trade network to your cap w/o roads and creates a channel between water bodies, not to mention good tiles. I don't blame you for wanting it ASAP (I don't see a lot of early pressure coming our way based on demo...SO far) but make sure those awesome tiles can get improvements there smile.
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Ok, played my next team, scout found some sheep but nothing too amasing.

[Image: T94%20Map.JPG]

Worker who just finished the chop will move onto the iron next turn and mine
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Ok, Team 1 has been spotted to the south. Need to pin down the city builds now:

Woody worker (2) - WB - Library
This is going to be my science city, and I think its best starting to head in that direction soon. Other possible option would be to replace library with a settler to head down to 3.

John Wayne WB(2) - Settler - Barracks - Keshik(s)
Need to start getting my scouting units out, but need city #3 for the horses first. Does leave me lighter on workers than I would like, but not sure how much time I can waste before getting troops out. Will mean getting some of woody's workers over to be ready to improve horses ASAP.


Thoughts?
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^ IMO woody better for production than science. Wayne can run butt tons of specs if it needs to do so. Neither of your first 2 nor your 3rd city are good for any #cottages, so you might need to give those a pass, meaning your best spec city is #1 research center for now.

IMO settler + military >>> library right now. To gauge military, just keep an eye on demographic power.
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Played my turn, here is the current state of my cities.

[Image: T95%20John%20Wayne.JPG]

[Image: T95%20Woody.JPG]
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Can that workboat actually make it to the seafood?

Actually it's not a bad placeholder until whip anger cools, where you can whip a settler for city3 and use that as a bridge if necessary.
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Workboat SW, W lands it on a crab
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Jkaen Wrote:Workboat SW, W lands it on a crab

Oh ok nm. I was under the impression more time had passed for some reason. I thought you had one for that. Nevermind then.

Although the city bridge is still applicable later.
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