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Kuro's Bizarre Adventure (Kuro spoiler thread)

(May 31st, 2014, 12:22)wetbandit Wrote: Whipping the monument isn't a big deal, you're right.

As far as whipping the capital is concerned, maybe it's not the best idea since it's working 3 killer tiles that we always want to work. How long does it take to slow build? I'm counting 11 base hammers and 8 surplus food so ((11+(11*.5)) + 8) = 24) 24f/h for a 4 turn worker? Possibly some overflow too. Slow building might be better. If we do whip, managing the overflow will be a bit tricky given the 50% bonus to worker hammers. You should be able to whip it the first turn after it's started. Uncertain because whipping is usually the right play.

At some point, we should probably think about when to revolt in order to convert to Hinduism. Not to mention start praying for some spreads!

We currently have 24 foodhammers when building a Worker I believe, yes. Whipping is usually the right play, but at the same time, we're not playing a normal trait combination, we're playing Agricultural/Productive, meaning we're getting basically triple bonuses on that Worker (+2 food from agricultural, +1 hammer from Productive AND the 50% boost to Worker production). I think that instead of whipping Fast Workers, when we want to whip it should be buildings or Settlers, providing better overflow and allowing us to whip larger amounts at a time, working well with having faster growth. It'd too bad we do not have that Plains Hill mined: If we did, we could get 26 foodhammers per turn on the Fast Worker I believe, which would allow us to build 3T Fast Workers in the capital! I could be wrong about whipping the Fast Workers of course, it just feels iffier when you can complete them in 3T-4T and are working 3 killer tiles + a grassland mine.

If I had to make a guess, conversion to Hinduism either happens around the time we really want a happiness cap raise, or around the time we expect to research/complete Monotheism, allowing us to best take advantage of the 25% building boost.
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I generally agree. It would be nice to get a Hindu spread or otherwise grow the cap to 6 to take advantage of a 3-pop settler whip. Settler whipping duty can be extended to Kars since the capital is a monster production city for FWs.

So FW->FW->warrior->WB->Settler?

WB for scouting SE and E.
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(May 31st, 2014, 13:19)wetbandit Wrote: I generally agree. It would be nice to get a Hindu spread or otherwise grow the cap to 6 to take advantage of a 3-pop settler whip. Settler whipping duty can be extended to Kars since the capital is a monster production city for FWs.

So FW->FW->warrior->WB->Settler?

WB for scouting SE and E.

Yeah, that seems like a pretty good production path to me. We could also grow the capital to Size 6 for the Settler part of that for a 3-pop whip. Should the Warrior stay at the capital for barb stuff or should I send it north to scout, you think?
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You'd need the warrior in the cap as MP if the plan is to grow to 5, let alone 6. I think that WB might be the best scout we can make for awhile.
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(May 31st, 2014, 13:44)wetbandit Wrote: You'd need the warrior in the cap as MP if the plan is to grow to 5, let alone 6. I think that WB might be the best scout we can make for awhile.

Yeah, good point, I forgot about the MP.
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Thanks to 3 hammer overflow, our first Fast Worker will come out in 3T over 4T, then we'll produce them at 24 FHPT for 4T Fast Workers. Settle is on the path you have shown me for it, forest will be chopped first turn for the Work Boat, next turn Fast Worker #2 moves onto the Pigs, and will be ready to corral them the same turn Animal Husbandry comes in, then on to The Wheel and Pottery?
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How are things going?
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Pretty good. Next turn, the city settles + forest is chopped into it for 1T Work Boat.

[Image: k2EVpdc.jpg]

As you can see, we have horises revealed, this seems like a fairly obvious city locale.

[Image: EiZVPSD.jpg]

But this isn't bad either.

[Image: W2sHFfA.jpg]

Hit Any Key finished Stonehenge (Perfect score increase coincidence + largest score) and we got a free Hinduism spread to our capital last turn, so converting to Hinduism is looking good now. Aside from that, everything is just sort of cruising along, continuing the capital building order, waiting for the city to settle to chop the WB out and whatnot.
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Good news on religion spread, now hopefully we get it in the third city. Also, I don't think moving the proposed southwestern city onto a plains hill is worth orphaning those clams, even with the need for culture there.

Is that the bear that killed the scout?
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(June 3rd, 2014, 23:23)wetbandit Wrote: Good news on religion spread, now hopefully we get it in the third city. Also, I don't think moving the proposed southwestern city onto a plains hill is worth orphaning those clams, even with the need for culture there.

Is that the bear that killed the scout?

Yeah, same bear. Aren't the clams outside of the city's range anyway, since city's are + shaped in their BFCs, or did I miscount the tiles?
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