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[SPOILERS] Jowy & Stampy

(February 7th, 2013, 07:49)flug__auto Wrote: A scout is weak already, a chariot can do scouting and fighting.

Alphabet is quite expensive this early and doesn't help with growth.

A religion gives culture, happiness, allows Organized Religion, that's +25% building hammers and missionaries without monastery! We're philo so it's easy to get a prophet and build a shrne too. If we skip Sailing for a while and push for a religion, I think we have a good change to get one (I'd go for judaism).

The horse city can make military units working crab, horses and a mine until Sailing is researched. And I think a granary first is better than a lighthouse first.

We can always build a chariot when we can and send him out too. Alphabet will pay itself with tech trades. We could go for a religion.. We have a decent amount of food, it would be useful to have more happiness to raise the pop cap. But if we are too late to get a religion, then the whole tree is a waste until Monarchy. If we let Horse city have the deer, then granary first, if not, then lighthouse first.
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A lighthouse gives +1 food per turn. A granary gives half the box, growing from size1 to size2 it gives 11 food, to size3 it gives 12 food.

What tiles do you want the horse city to work?
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(February 7th, 2013, 09:30)flug__auto Wrote: A lighthouse gives +1 food per turn. A granary gives half the box, with a size2 box it gives 11 food, with a size3 box it gives 12 food.

What tiles do you want the horse city to work?

Lighthouse gives +1 food per water tile. All our tiles will be on water except the horse tile. That's at least until the city is at it's pop cap, though even then it'll need to work many water tiles. I think our best bet is to take the deer from Citadel and grow fast. Build granary first, then whip lighthouse, then grow back up before returning the deer tile. In this scenario Citadel would be giving up two food resources (the other to Thessia), but it should have brand new cottaged river tiles to work.
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It's not worth it working the coast, we're not financial, don't have Colossus, there's no Moai. The horse city can be more usefull working clams, horses, a mine and get whipped before growing size 4 or at size 4.
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(February 7th, 2013, 09:59)flug__auto Wrote: It's not worth it working the coast, we're not financial, don't have Colossus, there's no Moai. The horse city can be more usefull working clams, horses, a mine and get whipped before growing size 4 or at size 4.

I'll run a simulation later, comparing the two ways to run that city.
In other news, Hinduism was founded.
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Turn 50 screens
Remember to click for full pic.

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Demos look good.

So Twinkletoes got hindu.

Brick-Commodore look fishy.

Did AT's scouts just go away?

Can Citadel grow in 1 turn? I see it is working a plains forest.

Does Thessia work the copper mine?

Still no roads?
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Brick and Commodore gotta be building a wonder.
AT's scouts are not in sight.
Citadel is going to be unhappy once it grows, it still has a few turns of extra unhappiness from the whip.
Thessia is working the sheep.


Worker plans:
(Nevermind the black, it's an alternative unsafe route, but I didn't want to re-do the picture)

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What will Citadel do after the scout is done?
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(February 8th, 2013, 08:25)flug__auto Wrote: What will Citadel do after the scout is done?

Good question. I don't know yet. It could put 1 turn into something and then the next turn start a library. Or we could start another settler, whip it, then start building the library. But if that settler settled the horse city, we would need a workboat from Citadel as well. I'm thinking maybe we should postpone settling horses city and settle it as our fifth. Maybe we find a good spot just west of us with the scout. Though I would really love to have the +1 happiness from furs, and horses to build chariots..
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