The builds look appropriate to me.
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SHAEF
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Both builds look good to me.
How about trying to time it so that you get some chops in Cour the turn after you land maths to complete a settler or two?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Actually either will work.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I know I wasn't very active here (and I won't be in the future either) but a few (rethorical) questions:
- Why did you build a settler from the EXP-civ and a worker from the IMP-civ? Verrieres did work 5 turns on that worker, it could have nearly finished a settler in the same time-span. Depending on the overflow from the Granary-build it maybe could have even done it in the same time-span. And Mt. Loon building a settler? You could have finished 1.75 workers instead. And I do not see that either of those had some specific time attached to them that needed to be uphold either. So you've lost basically half a worker for doing it like that for no reason I can see. - Why do you invest hammers in Granaries when you neither connect happy nor adopt Slavery to whip nor have tiles improved to grow into? I mean I don't necessarily want to critic doing any of those things - but if you do them, don't waste hammers on Granaries right now. You can get them later on as well. Better of course to get Slavery and whip those settlers. Thats 30 hammers, or half a settler, for one pop. Which in turn with a Granary is around 10 food tops. - Do you know how the "Avoid Growth"-trick works? Because you sure didn't use it in Verrieres.
Serdoa, thanks for your critiques, though I do think there's a reason for each of them:
1. Your analysis didn't account for the time to move units between civs, which is just as long as building them! HAK's civ especially needed to get a settler out or it would've been behind the growth curve forever (it already is because of Stonehenge). My civ's need for a worker was less pressing in comparison, but I am going to need lots of them to improve all these cities I'm going to be putting out. In short, while each civ does emphasize one over the other, this early before our road network is up, doing it this way actually saved a lot of turns. 2. The Verrieres Ridge granary build was intended to allow us to whip there, which the city can do this turn if we would like. The workers will finish their cottage this turn, so it will have enough improved tiles for its citizens; even if it didn't, they would be valuable as whip-fodder to preserve our best tiles to be worked continually. The city doesn't need happy yet, even if it whips, and it can be connected almost instantaneously (in fact, this seems like a good time to do this next!). I think we're right on track to be whipping! 3. Okay, you got me here. I probably blocked it out of my mind because I thought it was cheesy. I can repent for the future if you'd like!
What is the trick? I would love to know it. Is it something like the Culture bug?
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
T35....
Here's how the exploring is going over by Shoot: And then we have the Top Cities, after Mt Loon grew to size 5.... And it also had it's borders pop, so this is how my territory is looking. Next turn, I found both new cities on the same turn: Unless anyone has any better suggestions, I suppose I'll start with a Granary in both cities? My two workers are making a cottage on the southern FloodPlain right now, which will be ready in 2 turns for the new city. Then they'll either cottage the other FP or start pre-chopping a forrest. Mt Loon will finish the work boat next turn, then start a worker. The following turn it will 2-pop whip the worker and the overflow will create another worker the very next turn. All this can be seen in the micro spreadsheet.
Also, I've realized I should probably send the work boat directly to the crab for the new city. No time to go exploring to the SE to see if that is an island or if it's attached to the mainland. I think it's more important at this point to get the food improved for the new city.
BaII: I think it goes you turn on avoid growth for a turn when you're about to grow and finish a granary, and it gives you half the food bar filled the next turn though it shouldn't have. Or something like that.
HAK: I agree with everything you've said. Me: As you can see by this image, I played a really derpy turn: ![]() I revolted to Slavery to cover the fact I moved Verrieres Ridge's military police out. Next turn I'll move them back in and I'll have lost no production. The turn after, I think, I'll whip. As you can see, one worker is heading to road the gems, another to mine a hill (or chop and mine that plains hill, if you'd prefer), and the third (on the cottage right now) - ??? Sorry for my derpiness this turn, guys (the worker micro was imperfect also). |

