November 13th, 2014, 10:46
Posts: 4,835
Threads: 21
Joined: Nov 2009
New turn, new screenshots.
Will scout that highlighted tile next turn to confirm coastal dead-end. Then will head back west.
Our GNP while teching BW. The Romans are the only ones to have not discovered a new tech yet. Grimace got the new tech this turn, was probably mining due to the Soldier Count increase. I could very well be wrong, but I'm not trying to do a detailed C&D. I'll probably keep snapping demo shots every few turns or when I see a big change.
Next turn the Worker finishes, so we can finally start to make things happen!
By the way, Gav, the plan with the worker is to improve the Pigs, improve the Cows, and then build a mine on the bare grass hill while waiting for BW to finish. The mine will be used by the capital while building the worker, and can be shared with the second city (if we go to Corn spot). Can you think of anything else the worker should be doing instead? I think all it could do is build roads, but if you think that would be a superior option, let me know.
I'm still unsure about what should happen after the second worker gets build. Warrior spam to regrow? Build another Worker? We'll have to wait and see, and I know I should limit whipping the capital before we get the Granary. Might check the timing on Worker > Worker > Granary. Sadly, there's not enough food to grow super fast without the granary.
November 13th, 2014, 10:52
Posts: 4,687
Threads: 36
Joined: Feb 2013
Well, first thing for the worker to do is definitely improving the Pigs then Cows. On weekend I will play around with Sandbox and think what options we have in regards to further actions.
November 13th, 2014, 21:08
Posts: 4,835
Threads: 21
Joined: Nov 2009
Sounds good ol' buddy ol' pal ol' friend o' mine.
Meanwhile, I did a thing, and now I think I found even more proof we are on a weird, weird world (also I think barbs are off, too, because I haven't seen a single animal yet).
So... there's more food, but those are pigs on a 1-tile island. I feel like the more land we uncover, the less sure I am about where cities should go.
So, Shaka of Rome grew to size 2!
It has to be that team because they are the only ones who got a score increase, although 4 is more than usual, isn't it? In fact, I think that it was ROME that had the seafood and not the Vikings (I forgot Rome starts with fishing, too). Turn 10 lines up just right. 5 turns spend working a 3 hammer tile to make the work boat, then 5 turns to grow with a +5 food surplus. That's why rival food is 10, they must be working an extra 3 food tile with their new citizen. And I bet you it's riverside because top GNP went up by 1. I couldn't tell you what food resource it is, except that it must be a flat grassland corn, rice, cow, sheep, or pig (could be wheat, I suppose, if it had been edited in).
If my speculation here is all true, that means that Team Rome didn't build a Worker after that workboat. What have they been doing? Making another workboat? A Warrior? Am I misreading what's going on here? I doubt that they have a second sea food resource because otherwise they'd have one less food and one more commerce. They haven't finished a tech yet, either, which makes me suspect they might have gone for BW right away, but then wouldn't they want the Worker?
I dunno man, I feel like I'm missing something.
November 13th, 2014, 21:08
Posts: 4,835
Threads: 21
Joined: Nov 2009
Also, you lurkers out there, does anyone want to name our Worker, or shall that unit's name be left up to my whims?
November 14th, 2014, 03:44
Posts: 4,687
Threads: 36
Joined: Feb 2013
Rome went BW first and is going to whip a worker for one pop. Also, it is perfectly normal not to see animals by T10.
November 14th, 2014, 08:13
Posts: 4,835
Threads: 21
Joined: Nov 2009
Huh. That's an interesting strategy. Even with the EXP boost, that whip is worth.... 40 hammers. But they can produce 8 foodhammers/turn. 3 turns production in. It would have been 9 turns to build at size 1.... 5 turns to grow, 3 to build, they actually save a turn. Huh. Very, very interesting.
Also, in previous games I feel like I was sure to see animals by T6 or something so it just feels odd to me.
November 15th, 2014, 11:14
Posts: 4,835
Threads: 21
Joined: Nov 2009
Two turns back-to-back but not much at all happened.
Very rough terrain out here.
Demos from Turn 12, but I think they're pretty much the same as before.
Pig pasture should finish next turn!
November 16th, 2014, 11:23
Posts: 4,835
Threads: 21
Joined: Nov 2009
We're second place in post count, and third in views. We must improve these demographics!
Anyway, got the turn in. Not much to report, but I'm having a wee bit of trouble interpreting the demos this turn. First, the good news! Our team of workers have build us a pig pen! Now our people may feast whole hog on our bountiful pork!
A little hard when they're this cute, though.
Scout move, with planned move highlighted. This would actually be a pretty decent site for a naval shipyard. Working the Fish, Cows, and 3 Lighthouse Lakes, there would be enough surplus food to work all those hills. It's rather far from our capital, though, so it's probably in someone else's sphere of influence, but we haven't met anyone yet....
Known world:
Demos:
Rome still has a size 2 capital, but is no longer working that extra food tile, it seems. Working a 3 hammer tile instead? But why the change now? And if they're going to whip, wouldn't it have been this turn? I dunno. They do have an expansive leader so if they were building a Worker they'd have wanted that hammer tile as soon as they started the Worker, right? Or maybe they just forgot. Hm... wait, when I calculated the time it took them to build a workboat, I'm not sure if I calculated the EXP bonus into that. Hmmmmm. Whatever.
November 16th, 2014, 11:37
Posts: 4,835
Threads: 21
Joined: Nov 2009
OK, lemme just check my math here (head math):
T0: They get an effective 6/hpt building a workboat. Workboats cost 30 hammers, so that's 5 turns to build.
T4: WB completes EoT.
T5: WB hooks up adjacent Fish (+5 food). Food box from 1 to 2 is... 22, right? I've never been able to remember the food box values. Anyway, if that's right, it's 5 turns to grow.
T9: Grows EoT. So this should show up on T10 in the pitboss. This matches the demographic info I have.
So I guess I did factor that in correctly. So, if they were growing to size 2 in order to whip that Worker, it looks like they probably should have been working a 3 hammer tile with that second citizen instead of a 3F/1C tile, unless they really needed that extra commerce for something? But it looks like they switched now. A whip into a Worker is worth 40 hammers for them, so they needed to invest at least 20.
If they HAD been working that 3 hammer plot from the start, that's 6 hammers + 3 food = 9 total. 3 turns to invest for 27 hammers.
What it looks like happened is... Either 2 or 3 turns with the extra food, so that would be 2H + 6F = 8 total. Well, I guess they'd get 24 hammers in 3 turns, also, so it doesn't make a difference. So timeline:
T10 > T11 > T12. At EoT T12 they should have had enough saved up, right? So there should have been a whip this turn, but there wasn't. They already played and ended turn. Are they trying to get extra overflow? Are they trying to build something else? I dunno.
However, aside from that early Work Boat they got build, it looks like we're the first to improve a land food tile. Maybe? Get that snowball a rollin', right? Once we get Bronze Working I'll return to the sims to figure out what to do about city 2, although I suppose I might want to double check what actions the Worker should take after cows get improved. I'm planning to have him mine, but he COULD build roads to city 2 spot. My previous micro plan results in city 2 not having a road connection until a couple turns after founding. I'll work on that later this week, probably.
November 16th, 2014, 19:26
Posts: 4,687
Threads: 36
Joined: Feb 2013
1) Don't forget to put a turn into a road on a tile 1S from Pigs next turn.
2) I tried to avoid working crappy 2f1c tile and just build a third warrior working Ivory instead. Also I let the worker build a road towards Corn site after he finished building the mine instead of chopping. I like the results better: I whipped a settler on T29 when it had 68 hammers in a box, so that we got maximum overflow. It allowed us to complete a second worker on T32 without chopping. Also, the second city was the settled on T31 due to the fact that the road had already been completed.
|