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it's bronze working... I'm such a n00b. Sorry :'(
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Ah, no problem. Good to make a mistake on the side of freaking out, if we have an empty capital...
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A boring turn, just fine by me. Scout:
There's a lot of land over to the east. I think there must be a contact over here somewhere. KuroBaII still hasn't met anyone else, or at least they haven't started putting EP on anyone else yet.
Global power rose by 2k which probably means that someone built a warrior somewhere. I don't know that we care that much who did.
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More map info:
The salt water channel is interesting. I wonder if it's coast that runs all the way to the south of the capital, which would be good. There way too much land to the east for there not to be a player over here somewhere.
At home, we have enough worker time to road 3 forests, plus the rice. Roading the pig seemed obvious but it would have been possible to road 4 forests instead, if not, for dubious worker micro gains.
Here's a proposed starting road net:
Demographics:
Global power rose by 6k. 2 of that is 2 capital growths. The remaining 4 is probably 2 more warriors.
Next turn, scores should rise to reflect holding control of land tiles in the capital for 20 turns.
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what about roading 1S of the capital? We want to cottage that tile first, so chop it first. It might safe us a wasted worker turn later.
May 24th, 2013, 07:14
(This post was last modified: May 24th, 2013, 07:23 by Plunder.)
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Also, why are we not working the pigs tile? The mine should be up by now right?
edit: Or is it an old screenshot?
May 24th, 2013, 07:26
(This post was last modified: May 24th, 2013, 07:29 by WilliamLP.)
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It's an old screenshot, don't worry.
I considered roading 1S too. What I don't like is that it's a useless road in the long term, and the tiles I'm thinking of roading are good connection and movement routes forever. So it saves 1 worker turn when we chop that tile, and costs 3 worker turns now to get it (move + road + road). That 1 turn isn't extremely crucial I don't think since micro doesn't hinge on it - it would be different if it let us get a settler 1 turn early. We can still start cottaging 1S on T39, under the current plan.
I'm not sure if we want to mine the PH first or cottage 1S first. The 0/4/1 mine is a great tile (like a 5 food tile) whenever the capital is on a worker build, a good tile on a settler build, and otherwise not very good. The cottage we want soon (unless cottaging the rice!  ) but it's not as strong for building workers and settlers early which the capital needs to do quite a bit of.
The capital, especially with a lighthouse, will be very strong for whipping from size 6 to size 3 and growing back very quickly. This is a reason why I don't think sharing the clams with a city to the north is necessary or even valuable. The capital with a lighthouse will get more value from them, and save us from building another lighthouse.
May 24th, 2013, 08:05
(This post was last modified: May 24th, 2013, 08:07 by Plunder.)
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Wouldn't it safe 2(or 1.5) turns? one for getting on the tile, and another for leaving the tile?
I'm not sure how much whipping we will do, since we're kinda limited by happiness. And if we got Bureau, do we even want to whip that capital at all? I think it's therefore reasonable to share a clams with another city. No need to grow into unhappiness if we don't whip it away soon. It'll probably require a bit of mirco'ing though. Or to put into other words, I think we will grow faster than we can whip. :P
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There won't be a cost to leaving the tile if the worker is going to chop another forest anyway (NE or NW for instance) which he'll probably be doing.
Yes we want to whip the capital a lot! With a granary it's 14 food to grow to size 4, 15 to size 5, 16 to size 6. That's a total of 45 food, and whipping 3 pop outputs 90 hammers! That's an amazingly efficient conversion rate. And the happiness penalty wears off in ten turns, maybe about enough time to grow again. This is the benefit of a capital with so much food. To not take advantage in the early game would be a serious strategic error, and I'm sure the veteran players here would back me up on this.
Btw, have you watched Sullla's playthrough of the Dutch on his YouTube channel? If not it's very instructive. Also, are you lurking the inter-site demo game? If not you should ask to, the opening plays are very instructive too.
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Unless we chop a roaded forest =)
You bring up a good point with the capital whipping. I realize now that I don't use it optimally normally. Lesson learned! =D
Yes, I did both. But Sulla's start with the Dutch was not really food heavy, but very interesting start none the less. I'm at #12 I think.
I think some of the pb12 openings are more interesting that the demo1 game (I you mean that one). The latter counted 2 failed semi-pink dots, and early warrior harassment from TEAM.
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