October 25th, 2014, 17:38
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(October 25th, 2014, 17:28)HitAnyKey Wrote: So the villagers gave us a lovely 42 gold. Yay, more gold. Well, at least we won't be running out anytime soon. We currently have 184 gold. Also the lion that was next to us attacked, and lost, dealing no damage to our scout. So he is on his way back north to clear that fog.
 but since we have it we might as well take advantage of it's benefits. We don't have to worry about crashing the economy short-term, so we can found a few cities in quick succession (using our WC as a mobile defense force). By the time we run out of gold we'll have cottages up and running to support the extra cities.
October 25th, 2014, 17:45
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I think the eastern 1S of Horse spot is better. The capital's 3rd ring will pick up the cows for us so we won't need to settle 1st ring. That city won't have much food so we won't be whipping much there, but between the PH plant and Cows we'll have enough production to get a Granary without whipping.
October 25th, 2014, 17:51
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I just logged in to look around, planning to update the sandbox for you. Cheerios should be working the Oasis instead of the Cottage. I'm pretty sure The extra food is much more valuable than the extra cottage turns. (every 10-12 turns that is an extra pop point) I did not change it, but I think you should.
October 25th, 2014, 18:22
(This post was last modified: October 25th, 2014, 18:24 by Cornflakes.)
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Sandbox has been updated [EDIT: It's through the end of this turn, and I faked it rather than playing through turn-by-turn so it might be off by +/- 1 food or hammer ... I think I got it right though]
October 25th, 2014, 18:50
(This post was last modified: October 25th, 2014, 18:54 by Cornflakes.)
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I'm really spamming it up here tonight. Don't miss my previous posts. One more thing: I think that you need to send the warrior on the NW back home to Cheerios due to the happy situation there. We have stacked whips, and enough food there to grow before the  wear off. If you send the warrior home we'll be good to ... [some ideas that you can sim]
A) grow up to size 6, build worker, grow to size 7/8 and 3-pop whip settler.
B) grow to size 6, put 1-turn into worker, 7th pop is unhappy but grow it and immediately whip off 2 for the worker using the overflow to finish your warrior. Put a turn into Settler then grow back to 7 and whip it
c) grow to size 6, put 1-turn (10 hammers!) into Settler, grow 7th pop and immediately whip off 3 for settler. We will be OK at the Horse city without worker support for a few turns, but I think (B) worker first is better because we can get the roads in place to get the settler to the city site in 1-turn.
[EDIT: What are you planning to do with the worker after it finishes Pig pasture? R 1NW of Fruit Loops > camp Fur > Cottage 1NW of Fruit Loops looks OK, because it will then be in place to put up a couple more riverside cottages NW or Fruit Loops ... I think you want to Connect Fur before those cottages though.]
October 26th, 2014, 10:13
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(October 25th, 2014, 17:51)Cornflakes Wrote: I just logged in to look around, planning to update the sandbox for you. Cheerios should be working the Oasis instead of the Cottage. I'm pretty sure The extra food is much more valuable than the extra cottage turns. (every 10-12 turns that is an extra pop point) I did not change it, but I think you should.
You might have just missed it, but Cheerios is working both the Oasis and the Cottage. It is Pop 4 right now. So it is working the two Clams, the Oasis, & the Cottage. Only other option is for it to work the Mine instead, but as you just said above....more important to grow faster. Plus the cottage gets us more gold. We have no need to build stuff faster right now.
Regarding the prior post about the next city. Thanks for confirming my thoughts on the eastern spot on the PH. Every time I thought about it, I liked that one more and more.
October 26th, 2014, 10:35
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(October 25th, 2014, 18:50)Cornflakes Wrote: I'm really spamming it up here tonight. Don't miss my previous posts. One more thing: I think that you need to send the warrior on the NW back home to Cheerios due to the happy situation there. We have stacked whips, and enough food there to grow before the wear off. If you send the warrior home we'll be good to ... [some ideas that you can sim]
A) grow up to size 6, build worker, grow to size 7/8 and 3-pop whip settler.
B) grow to size 6, put 1-turn into worker, 7th pop is unhappy but grow it and immediately whip off 2 for the worker using the overflow to finish your warrior. Put a turn into Settler then grow back to 7 and whip it
c) grow to size 6, put 1-turn (10 hammers!) into Settler, grow 7th pop and immediately whip off 3 for settler. We will be OK at the Horse city without worker support for a few turns, but I think (B) worker first is better because we can get the roads in place to get the settler to the city site in 1-turn.
[EDIT: What are you planning to do with the worker after it finishes Pig pasture? R 1NW of Fruit Loops > camp Fur > Cottage 1NW of Fruit Loops looks OK, because it will then be in place to put up a couple more riverside cottages NW or Fruit Loops ... I think you want to Connect Fur before those cottages though.]
Yeah, I had already noticed the need for the military unit in Cheerios. I only sent him the one tile further north just to see what I can see from the hill. Sending him back now so he's there when we grow to size 5.
I'll see if I can play around with those worker/settler options if I have time today.
As for the other worker, I originally was thinking it'd be good to send him to start the road to the new city, but yeah...getting those Furs hooked up for extra happiness is probably more important. So that sounds like the best plan. Those is there any reason to was time roading 1NW of Fruit Loops? After the Pasture, he could go straight into FL, then start the Camp the following turn, then hook up the camp, then move back NW for the cottages. Since there is no road on the Pigs yet (or did you mean for making a road there before I leave the tile) it doesn't really add much benefit.
October 26th, 2014, 11:15
(This post was last modified: October 26th, 2014, 11:17 by HitAnyKey.)
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(October 25th, 2014, 18:22)Cornflakes Wrote: Sandbox has been updated [EDIT: It's through the end of this turn, and I faked it rather than playing through turn-by-turn so it might be off by +/- 1 food or hammer ... I think I got it right though]
So I checked out the sandbox, and I expanded the map to the north a little while I was playing around with it. I also noticed that your Barracks in FL was somehow giving +2 culture and not +1 culture...and you had that city with 33 culture and not the 11 it actually has. I fixed those in my copy.
You also hadn't given the civ the necessary gold to remain at 100% research. I fixed that too.
However, I accidentally screwed up the Cottage that Cheerios worked a couple turns of. When I put it back, it's sitting with 10 turns to be a Hamlet. How do you edit how many turns it has left? As of this turn 47 (before ending turn), it should only have 7 turns left. Or is the only way to do it, is to manually change the save to have it be a Hamlet when it actually does so in the real game?
Sandbox
First time I've really tried to play with WB to make a save that mirrors the actual game. I'll do some playthroughs later. But for now I gotta do stuff away from the computer.
October 26th, 2014, 17:44
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How do you edit a city's food store and production totals. Since you didn't have us in Slavery for the sandbox, I'm trying to do that and fix things. But I can't get the totals back to where they should be for the now current T48. So what I did was switch to Slavery in T47, but now the totals are all off for T48 because of the turn of anarchy.
October 26th, 2014, 19:48
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The only way I know how to manipulate food/hammers is to throw down extra resources under the capital for a few turns (e.g. sugar for the extra food/iron for hammers). Don't worry about the cottage turns. Commerce will be off anyway due to known tech bonuses, and we can manually add tech when we get it in game if we are short commerce.
(October 26th, 2014, 10:35)HitAnyKey Wrote: Those is there any reason to was time roading 1NW of Fruit Loops? After the Pasture, he could go straight into FL, then start the Camp the following turn, then hook up the camp, then move back NW for the cottages. Since there is no road on the Pigs yet (or did you mean for making a road there before I leave the tile) it doesn't really add much benefit.
Don't road pigs. By roading 1NW of FL first we essentially get a free road at the cost of slowing down the camp by 1-turn. I don't know what the actual turn numbers are, so I'll just start both at T1 ...
Without roading
T1 - worker into FL
T2 - Worker to Fur and camp (1/4)
T3-5 - Worker finish camp (connected to network via river)
T6 - Worker moves back 1NW of FL
T7 Worker starts cottage 1NW of FL
With roading
T1 - Worker road (1/2) NW of FL
T2 - Worker finishes road
T3 - Worker moves along road to Fur and Camp (1/4)
T4-6 - Worker finish camp
T7 - Worker moves along road and starts cottage 1NW of FL
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