Sorry again for the continued sluggishness in playing and reporting. Thanks for staying on top of things and asking for a pause, even though I ended up being able to play the turn anyway.
Granaries work the same as base BTS; they save half of the food after growth. The granary doesn't actually do anything until you grow, though. When I made that post Volantis was 6 turns away from growth; so the archer and the granary take 5 turns combined. We save half of the 26 food in the food box when we grow to size 4 whether the granary is made 1 turn before growth or 3 turns before growth; in this case building the granary first has the disadvantage of not having the archer as quickly, and I was still in full "pindicator is going to try to kill us again" mode at the time.
Notably, you do have to make sure the granary is built before you grow, not on the same turn. This is because the growth occurs before production in the interturn, so if they finish on the same turn the city grows to the next size without a granary and you don't save half of the food box.
Definitely agree that this site is first priority, not entirely sure which one to settle. Now that I think of it, the silk might not be so bad. Since financial doesn't give bonuses on river tiles in this mod, a commerce bonus tile like the silks is effectively an unnerfed river tile, which means a cottage there makes 3 commerce/turn immediately, and a total of 6 commerce/turn for the town before late game bonuses. That's still just 1 commerce/turn more than a regular cottage for us, though. The early bonus does give us an extra 2 commerce/turn over a regular cottage for the first 10 turns, then it goes down to 1cpt the rest of the game.
If we take out the copper mine or prevent it from being built, we will never have to worry about axes or spears and we pretty much have it in the bag.
He's still at just the 2 cities, though, AFAIK.

Was able to move onto the road to Alison T66.

Valyria fills up its foodbox with no overflow this turn, so I turned on avoid growth so that the granary will complete before growing. I could have switched to a 3 hammer tile like you suggested, but we get more food overflow this way which will speed up subsequent growths.

Volantis is just putting some hammers into an emergency axe while waiting to grow.

T67 I have a curiosity about what he's got in No Action. Turns out it's just 2 warriors and a workboat. It might be better to take it before Alison. It's much easier since there's no cultural defense yet and no hills, compared to +40% and a hill in Alison. An axe gets 99.9% odds against those warriors.
We're not blocking the roads and haven't pillaged any, but the axe on the sheep can move down to block the road and aid in the attack on No Action next turn. We might be able to take it before he even has borders pop on that copper, certainly before any mine is complete. If he tries to move any warriors from Alison to defend, we can mop them up out in the open when they end their turn on the road between the cities.
I put a turn into a settler at Volantis instead of a worker; the next worker will be built at Valyria. Chop from the silk forest should go into the settler. My decision to build that settler instead of the worker was partially influenced by the fact that OT4E and Pindicator have both founded cities recently ("NeverPlantOnCow" and "Orandad", respectively). Pindicator is a city up on us and OT4E is up by 3 cities.

Turn 68 and dcodea builds... a worker and a settler?
He's going to have to take some warriors from Alison to secure that new city, wherever he puts it, which would make our job of taking all his shit that much easier. If we leave that new city alone until it grows, that's a settler we don't have to build. We could just leave Alison for a while and let him found some cities for us so we can save on settlers. 
Certainly he doesn't think he can take back King's Landing and refound again? I hope he does; we can whip an archer or get reinforcements there before his warriors do, and he'd have to take 2 or 3 from the city to have any reasonable chance against old man Walder Frey, let alone any other units we can cram in there.
As for the extra worker, it seems he was banking on us not going south, and that he would be able to hold out with mass warriors in Alison long enough for him to hook up the copper.
Also, I'd wager we can currently see every unit of dcodea's (except the scout) in the above screenshot.
(September 1st, 2016, 14:36)Zalson Wrote: Does this mod change something about how granaries work? Wouldn't we want to grow while building it, then take advantage of have some food storing while we're growing to the next site? So, wouldn't it be more advantageous to build it now (in 3T) and add in, what, 10 food into the box when we grow to 4?
(EDIT: I see now that you were trying not to grow unhappy).
Granaries work the same as base BTS; they save half of the food after growth. The granary doesn't actually do anything until you grow, though. When I made that post Volantis was 6 turns away from growth; so the archer and the granary take 5 turns combined. We save half of the 26 food in the food box when we grow to size 4 whether the granary is made 1 turn before growth or 3 turns before growth; in this case building the granary first has the disadvantage of not having the archer as quickly, and I was still in full "pindicator is going to try to kill us again" mode at the time.
Notably, you do have to make sure the granary is built before you grow, not on the same turn. This is because the growth occurs before production in the interturn, so if they finish on the same turn the city grows to the next size without a granary and you don't save half of the food box.
(September 1st, 2016, 14:36)Zalson Wrote: Settling on the silk seems like an fine choice. Let's just chop the silk before we settle -- although settling the horses might be better? We do get to work the clams right way. Then we can chop the silk into a granary for that city.
This is definitely site priority 1.
Definitely agree that this site is first priority, not entirely sure which one to settle. Now that I think of it, the silk might not be so bad. Since financial doesn't give bonuses on river tiles in this mod, a commerce bonus tile like the silks is effectively an unnerfed river tile, which means a cottage there makes 3 commerce/turn immediately, and a total of 6 commerce/turn for the town before late game bonuses. That's still just 1 commerce/turn more than a regular cottage for us, though. The early bonus does give us an extra 2 commerce/turn over a regular cottage for the first 10 turns, then it goes down to 1cpt the rest of the game.
(September 1st, 2016, 14:36)Zalson Wrote: Can we cut the road to Alison, take Alison, and then sue for peace? Or go burn the mine down at No Action?
He's at 3 cities again, right?
I think we press our advantage of warriors/no archers until he is able to get some axes. Then we reconsider? These granaries should help our crop yield significantly.
Let's grow to our happy caps and get out several workers/settlers and then see where we are?
Excellent turn-set, considering the RL difficulties and the position we're in. I'd say, "I'll take a look tonight" but we know how that's gone in the past.
If we take out the copper mine or prevent it from being built, we will never have to worry about axes or spears and we pretty much have it in the bag.
He's still at just the 2 cities, though, AFAIK.
(September 1st, 2016, 14:36)Zalson Wrote: Any way, what are our actions this turn?:
T66
Invasion force:
Burn roads to Alison. Move soldiers south.
Valyria: keep building granary (switch to high 3 hammer tile?)
Volanits: finish granary: start worker
Tyrosh: switch to deer.
King's Landing: keep on keeping on.
Scout: keep moving east?
Titles to improve:
Valyria cow
Volantis Cow
Volantis Fur
vaylria river
Chop Silk forest

Was able to move onto the road to Alison T66.

Valyria fills up its foodbox with no overflow this turn, so I turned on avoid growth so that the granary will complete before growing. I could have switched to a 3 hammer tile like you suggested, but we get more food overflow this way which will speed up subsequent growths.

Volantis is just putting some hammers into an emergency axe while waiting to grow.

T67 I have a curiosity about what he's got in No Action. Turns out it's just 2 warriors and a workboat. It might be better to take it before Alison. It's much easier since there's no cultural defense yet and no hills, compared to +40% and a hill in Alison. An axe gets 99.9% odds against those warriors.
We're not blocking the roads and haven't pillaged any, but the axe on the sheep can move down to block the road and aid in the attack on No Action next turn. We might be able to take it before he even has borders pop on that copper, certainly before any mine is complete. If he tries to move any warriors from Alison to defend, we can mop them up out in the open when they end their turn on the road between the cities.
I put a turn into a settler at Volantis instead of a worker; the next worker will be built at Valyria. Chop from the silk forest should go into the settler. My decision to build that settler instead of the worker was partially influenced by the fact that OT4E and Pindicator have both founded cities recently ("NeverPlantOnCow" and "Orandad", respectively). Pindicator is a city up on us and OT4E is up by 3 cities.

Turn 68 and dcodea builds... a worker and a settler?
He's going to have to take some warriors from Alison to secure that new city, wherever he puts it, which would make our job of taking all his shit that much easier. If we leave that new city alone until it grows, that's a settler we don't have to build. We could just leave Alison for a while and let him found some cities for us so we can save on settlers. 
Certainly he doesn't think he can take back King's Landing and refound again? I hope he does; we can whip an archer or get reinforcements there before his warriors do, and he'd have to take 2 or 3 from the city to have any reasonable chance against old man Walder Frey, let alone any other units we can cram in there.
As for the extra worker, it seems he was banking on us not going south, and that he would be able to hold out with mass warriors in Alison long enough for him to hook up the copper.
Also, I'd wager we can currently see every unit of dcodea's (except the scout) in the above screenshot.






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