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[SPOILERS] AlaePB1 - Zanth's reporting thread

(December 11th, 2013, 10:12)Old Harry Wrote: I'd also plan to plant your fourth or fifth city over the water - IC trade routes are great. Nearly as good as Currency. And the land over there could be much better...

do you mean near fur? on another continent?
yep, I'm thinking about this, I would build dome immortals soon, and a galley so they could start scouting
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a bad day for warrior
[Image: warrior_2.png]
though if he survives and it can be possible if first battle won't take to much health, he would be near Woodsman III. Excellent!

Started sailing, in 6 turns would be ready. Next turn would have 3rd city pop of 2, whippign granary inc apital, and next turn connect horses and whip granary in 2nd city.

All is going well
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TURN 58

Sadly, warrior was gone, though he killed 1st barbarian

[Image: demo_t58.png]
still not bad for cities 2-3-2 population
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The more I think, I like the idea of rushing MYKI more.

What I would gain from it? Firstly, I could destroy one of his cities. As it would have gold, that would hurt his economy significantly. In best case I could destroy a city, gain money, destroy a clam workboat, maybe destroy some other workboats. And he could simply do nothing.

What are risks? Practically no short-terms risks. In a more far perspective he could beeline MetalCasting for trirems and that would be nasty. Plus I would reveal my great plan http://realmsbeyond.net/forums/showthrea...#pid441417 I'm almost sure Myki don't take into account such possibility.

Here's our power graph
[Image: myki_s_power.png]
The main reasonable place to hold his holcan is that attacked city. But still, I quite doubt he would have 2 holcans there or would place an archer. If I would make my turn after him he could just can't do anything. Slaving won't help as I am to conquer city next turn. One galley should be too risky. Two would be fine, let's say 2 archers and 2 immortals. Maybe I could even capture some workers.

If this plan would work, Myki would be bitten so badly, that he won't be able to recover



P.S. Atm he has 28k population (3,2,1 pop cities) and worst enemy has 21k soldiers: 3k from pop, 4k from holcan, 10k mining+BW, 2k hunting, if his warrior isn't killed that gives us last 2k. WOW.
I should take into account possible double immortals rush w/ one galley.

P.P.S. I'm mistaken. He hasn't holcans yet. After more careful graph-reading all power jumps arethe follows: start, warrior, lost warrior, 2nd city, BW, pop=4-5, whip, WHEEL ! (not spear), warrior pop=4-5, whip, hunting(?), pop, pop.
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Somebody finished GLH. Earlly wonders, intresting
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btw, about spying.
[Image: spy.png]

52=0.3*(100+x), x=73
132=0.75*(100+x), x=76

how could so be possible? while I put 72 points? At last it is clear that Myki haven't found anyone. Not sudden due to his great army of a warrior
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and as I'm a bit bored screnshots of cities:
TURN 61

[Image: t61_barsik.png]
[Image: t61_sweety.png]
[Image: t61_torto.png]

And a question: how urgent is lighthouse in coastal cities? Or they could go w/o it well? I'm not sure on that point for now.
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Wow, Gavagai built Oracle, discovered classical tech, found a city and whipped 2 citizens. Impressive turn
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TURN 63
Well, it's time to decide:

I) Tech. I'm at 12 (-4pt) gold, 24 base beakers (+1); main candidates are 1) archery, 2) writing -> math 3) IW.
General info: it seems Myki is feeling himself good enough w/ 1 warrior (sic!). So defensing isn't a high priority, though razing his city w/o significant casualties would be fine.

II) City planning: my northern city would produce settler in ~8 turns. Main candidates for the city are:
[Image: city_plan.png]
if a picture isn't shown that's the direct link: http://postimg.org/image/h428mi1bn/

C: outside this continent, great for economy, but I won't have galley so soon, so I postpone this city
A vs B: Pros: coastal city, road is nearly built, grass cows (4/2), more food potential: 2 LH lakes, easier farm VS wet wheat (5/1), more hills, more forests

III: Correction of locations
A: pros 2 LH lakes, food in 1st circle (though w/ SH it isn't so important, but still), could grab horses, could work gem mine. Contras: I won't be able to work gems until IW
1W A: pros +1 additional forested grass hill, could grab fish, still could work gem mine. Contras: no LH lakes, no food in 1st circle -> slower growth first 10 turns.
1N A: pros: food in 1st circle, could grab fish, +2 grass hills. contras: only 1 LH lake, can't grab gems

For B city it seems there are only two suitable positions: B itself and 1SE B. 7(6) vs 4 forests, -1 plain hill, -1 grass silk, but could grab grass bananas.


So, what teching-city strategy would you suggest?
Btw, is chopping w/o math too bad at this stage?

P.S. I'm tending to build 1st prod city 1N A. And go to math, maybe discovering archery. And would settle backfill city for gems as soon as IW would be researched.
P.P.S. It will take me 10 turns for IW +1-2 turns for gold; and I'm going to build settler before it.

P.P.P.S. What do you think: is LH necessary at 3rd city (Tortoiseshell): there are some coastal tiles, but it seems it would work clams and maybe lake, moreover, just only until hereditary rule, and then it would be necessary to return them (or maybe 1 tile to capital).
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TURN 64
demo
[Image: demo_t64.png]
I thought I was 3-2-3 on demo screen
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