Grow Good and Bad on warriors, start another cottage for Good. Bad's warrior goes over to defog the pigs, probably should sit on the pigs to prevent jungle spread.
On the turn we grow to size 4, we have 1h overflow and work the plains hill forest for exactly 20h into a settler. We then grow to size 5 to whip it.
Complete the cottage, so we grow on that. Free worker moves onto the forest to road. From this turn on, the worker on the copper is free. Start a settler in Bad to whip.
Finish copper mine, upgrading the capital's warrior to an Impi. Move worker south.
Immediately 5->3 whip the capital's settler. Southern worker roads E of Bad.
Workers road.
More roading. Whip Bad's settler.
Found city 4, have 2 workers immediately improving the pig. Southern worker completes road, settler moves onto the hill, can found next turn and work the fur camp while we hook the sheep. The capital is going to go unhappy at size 5, so we either want to whip it or use our spare worker turns to connect the happy resources.
I really like the plan for settling the pig city. I think we should go ahead with that if we can.
I'm not so sure about the sheep/fur city. Do we want to lock down that border now or should we try something else with the second city. I don't really want Grunkle Whosit stealing the sheep. What do you think?
There's a free worker for most of the plan. We have some options with him, probably we want to end with him helping connecting either the silver or furs a bit early.
Might need a proper military unit a bit earlier, need to stay flexible.
Ugly won't complete a warrior, it'd have to connect the copper to do it, upgrading it to Impi. So, the options are Impi or Ikhanda. Another impi would not be a bad option truth be told. Particularly if it's emergency-whippable we could send the garrison warrior out to explore. I'm good with either.
(December 8th, 2014, 17:26)The Black Sword Wrote: Some ideas:
Grow Good and Bad on warriors, start another cottage for Good. Bad's warrior goes over to defog the pigs, probably should sit on the pigs to prevent jungle spread.
On the turn we grow to size 4, we have 1h overflow and work the plains hill forest for exactly 20h into a settler. We then grow to size 5 to whip it.
Complete the cottage, so we grow on that. Free worker moves onto the forest to road. From this turn on, the worker on the copper is free. Start a settler in Bad to whip.
Finish copper mine, upgrading the capital's warrior to an Impi. Move worker south.
Immediately 5->3 whip the capital's settler. Southern worker roads E of Bad.
Workers road.
More roading. Whip Bad's settler.
Found city 4, have 2 workers immediately improving the pig. Southern worker completes road, settler moves onto the hill, can found next turn and work the fur camp while we hook the sheep. The capital is going to go unhappy at size 5, so we either want to whip it or use our spare worker turns to connect the happy resources.
I really like the plan for settling the pig city. I think we should go ahead with that if we can.
I'm not so sure about the sheep/fur city. Do we want to lock down that border now or should we try something else with the second city. I don't really want Grunkle Whosit stealing the sheep. What do you think?
I would like to grab it ASAP and plant an Ikhanda for quick culture pressure.
I don't want plako to start getting ideas about how far he can push into our territory.
Ok, but if we plant there we need to have some military protection for it. With that in mind:
-I think the warrior in the south needs to turn around and sit on the sheep hill by BGN's border. There's not enough time to go pillage that cottage.
-We connected the copper up too early and the warrior in Bad's queue has upgraded to an Impi. The overflow from the settler whip will not complete that Impi. I think we should whip the Impi this turn and we can use him to defog the scout and guard the spot. Next turn we put the overflow into the settler(37/100). Then we grow back to size 3 in 2 turns, put 1 turn of production in to the settler(52/100) and 1-whip the settler on T51. That's only a turn later than the current timetable and we get the Impi out earlier. We should do that whip before the turn ends if we want to go ahead.
I switched the capital back onto the flood plains and grass cottages when I logged in btw. We always want to be working the flood plains at least and we need a good reason to not work the cottage(working hammer tiles while building a settler is the only thing that comes to mind). We're also only on 19/100 instead of 20/100 into the settler. Nothing we can really do I think except put another turn's production in after we grow to size 5 before whipping.
With the delay in the settlers, that will leave us with quite a few extra worker turns(and we already had some). Since horse is revealed next turn, I figured we might as well wait before making any decisions. In general though, I think all 3 cities have enough improvements for the immediate future. Ugly will take a while to grow to size 3. Good won't spend long at size 5, because it will be whipped. Bad is going to spend a while at size 2. So we want to concentrate on roading and chopping probably.
The missing hammer is entirely my fault.. I moved the fresh warrior out of the city to scout, without realizing the city was at a size whered it get an without a garrison. Rejiggered the tiles to make up for the loss as best I could on that turn but came up 1 short.
Are you cool with chopping down Bad's forests now, since we have spare workers, instead of holding them for a future wonder?
I'd prefer keeping them around if we can. I don't really know what wonder we want them for yet but I think it's good to have the option of building one. If we don't have a city full of forests then even if we're first to a tech, we're not in full control of getting the wonder. Given how powerful some wonders are, I think it's worth saving 1 city, and Bad seems to be the best option.
Let's see where horses turn up next turn and we can figure out something for the workers to do.
Wow, that horse spot is amazing now. We want to settle there very quickly.
I switched the Capital back to working the pigs. When I said we wanted to work the cottage before, I meant the priority would be Cows/Pigs -> FP -> Cottage. In general, a rule of thumb I'd use for valuing tiles is 1f=1.5h=3g, and a cottage is worth an extra 1.5c to account for it's ability to grow. So the pigs are roughly worth 17pts and the cottage worth 9.5pts.
I don't think we should have whipped the Impi in the capital btw. Since it has a granary we want to be growing as much as possible and happiness is at a premium. So, I'd prefer to only do 2-whips there. Bad doesn't have the Granary, which is why I'm happy doing 1-whips there.
Anyway, I've been thinking about what we want to do now. I think the best thing is to settle the next 3 spots in quick succession. We've already started the work for the silver and furs site and that horse site is spectacular. I'd suggest:
Pigs:
Capital grows to size 4 this turn. Next turn put another turn into the settler and 4->2 whip it on T49. Worker currently between dyes and cow moves onto the forest next turn and roads that. Worker on the rice comes up behind, puts a turn into that cottage 1N of the cow and finishes the road currently being worked on. Both then road and can improve the pigs as soon as the city founds.
Fur:
Worker 1W of the capital moves down to road to the hill, putting a turn into a cottage on the way. Bad puts the overflow from the Impi next turn into the settler. Then grows for 2t, 3->2 whips the settler T51. The city can work the furs while the worker improves the sheep.
Fish:
After the Capital whips the settler on T49, it puts the overflow into another settler, that will be above 20h. 1t to grow to size 3, 2t to grow to size 4 and we can 4->2 whip a settler for the fish on T54. We use our final worker, currently N of the cow to prepare the site. He moves S of the river next turn, putting a turn into the cottage. Then he roads E of Good, and the forest SW of the fish city. That's turn 53. Turn 54-57 he chops that forest into a WB. The settler moves on T55, founds on T56 and works the PHF on T56-T57, that's 10h + 20h from the chop, so we can work the fish on T58 and the worker can go improve the horse.
After that we have 4 workers for 6 cities and we might want to slow down expansion a bit.
Whipped settler in Good on T49, T50 put the overflow into another Settler, will switch to a grow build next turn.
Whipped settler in Bad on T50, your instructions say T51 but there was a sign on the city saying T50... hope that's ok. Excess can go into a granary next turn.
Here's how we look:
Here's HRE.
Looks like he's having a little barb nuisance. I see a monument in the city so I expect the border to pop and grab that gold any time now. I suspect the 2nd warrior standing there is meant to escort a settler shortly.
We've got 2 Impis, one right on their border.. they probably don't like that