Is that character a variant? (I just love getting asked that in channel.) - Charis

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[Spoilers] The Golem Factory: Beeri Bawl of the Luchuirp

[SIZE="3"]Turn 16[/SIZE]

A long wait, but here we are. Calendar finished when I get the save! smile

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Sweet. I hold off on revolting to agrarianism right away though, because I want to check how many turns it takes for each tech:

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Mining in 12 turns, but actually it's 13, because first we have one turn of anarchy after revolting to agrarianism. I chose mining before masonry and construction because we need a few mines to get producing. Mud Golems are expensive compared to workers since they can't be built by food, and Barnaxus is expensive too, so it won't help having construction if we don't have a decent production rate, it would take ages to get out Barnaxus.

After mining it'll be masonry and construction.

[Image: 30cxe6c.png]

Up here in the northeast I find the scout belonging to Ilios. So he is very probably in the east somewhere. I'm not asking him if there's anything in those ruins yet though, because I don't want to owe any favors!

I also rename the mud golem "Clay" and revolt to agrarianism. Anarchy!

Also Ilios' capital Helios has grown to size 3, so that makes him and I the two most populous civilizations.

I'll round off this update with the demographics:

[Image: 2usin2s.png]

The rival best soldier count rose from 13k to 15k this turn but it shouldn't be a big deal. Mist got a 7 point score increase, which could be a pop increase (1000 soldier points), that together with a warrior being built the same turn is 2000 points. Very probable that this is the cause, since his pop just grew to 6000.
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[SIZE="3"]Turn 17[/SIZE]

Flood plain farm completed, 5 food tile now which is sweet. Other than that nothing new. Clay the Mud Golem will start a plantation on the cotton next turn.
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How fast does the golem work? is it feasible that we'll get away with just this one to cover the first two cities? I'm thinking it may be, but it would be good to know the time it takes for improvements to get a more precise picture.
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3 turns for a farm (started turn 15, finished turn 17)

Dunno bout plantations and mines, i'll see next turn. 150% workrate compared to normal workers isn't it?

Speaking of improvements, I realized we might need to research exploration for roads sometime in our tech path to aristocracy. If only for the happiness from cotton. We'll see when we reach our happy cap I guess.
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Quote:Speaking of improvements, I realized we might need to research exploration for roads sometime in our tech path to aristocracy. If only for the happiness from cotton. We'll see when we reach our happy cap I guess.

Looking at the map I think it *should* be connected automatically via the river. In which case we can delay for quite a while.

Quote:150% workrate compared to normal workers isn't it?

Yeah, but then it interacts with the quick speed adjustments and becomes rather unpredictable. I know for example that Mud Golems build roads in a single turn on quick, which is double the speed of a normal worker. 3 turns for a farm on the other hand means that it is only working 25% faster than a regular worker. Or in fact.. the same speed as a regular dwarven worker would work.

I was hoping it would drop it down to two turns. We actually gain no advantage to building farms from being on quick with just one golem since it would take us 3 turns on normal speed as well.

However! I think if we have two mud golems working together then they should take just one turn to build a farm. Assuming I've worked this out correctly. Ugh, I should just sandbox this. Or get some general practice on Luchuirp quick mode to note the changes.
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I don't think it's likely that two mud golems can build a farm in one turn when one golem takes three turns.
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[SIZE="3"]Turn 18[/SIZE]

Clay crosses the river to start building the plantation over the copper. 3 turns for a plantation as well.

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Which also makes me think. What will Clay do after this? I'm thinking Flood plain farm just to the north, which is 3 more turns (6 altogether), then farm the grassland river tile above that for another 3 turns (9 turns). Then it's still 2 turns until mining comes in, which is when he'll build a mine, probably to the northeast of Ithralia.

Since I don't have much else to do I'm working on a preliminary dotmap, but it will probably be shit because i'm not very good at that stuff
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Here is what I have done

[Image: zybn78.png]

idk. Is it too cramped? Purple dot especially has a lot of overlapping tiles. A lot of the potential sites don't have much resources, but I have so many riverside tiles that they should all be decent commerce sites anyways. A grassland river farm with aristocracy is 3f/4c, 4f/4c with sanitation. That's pretty decent. Plains and tundra river farms are 2f/4c and 3f/4c respectively. Not great, but it works. Should probably aim to get sanitation decently early, but we can't hold off on more important techs just to get it. After engineering maybe.
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I thought about moving the blue dot south east to the square between the gold and the mana, and then if the scout reveals anything decent to the east of green square I could move purple dot southeast to get rid of all the overlap, and green dot east too.

i dont really know. All i know is that the cotton site is the first city.
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What's up with the 0/2 strength on the mud golem?
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