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Krill Wrote:Last I checked the Spanish weren't doing so hot on land area in this game.
Or the economic area.
In Soviet Russia, Civilization Micros You!
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That land just doesn't look great. I suppose I can settle 23 of the fish and just leave this massive hole in my empire where those plains are.
I've looked at the MM plan again, and I think I'm gonna make a change to it.
I'm gonna build the worker this turn, next turn change to a warrior and chop with both workers. When the chop finishes, the new worker will complete and go to start chop/mining the hills, the other 2 workers will irrigate the corn. This will delay the settler, but I've given up on expanding fast. I'm gonna try out some vertical growth first...
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Krill Wrote:That land just doesn't look great. I suppose I can settle 23 of the fish and just leave this massive hole in my empire where those plains are.
That's more or less what I said!
And on the sixth day, god created Manchester.
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That isn't desert, it's plains!
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Krill Wrote:That isn't desert, it's plains!
Same thing more or less. Anyway, there's a mixture.
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
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OK, whilst the forums have been down a few things have happened:
I decided to not pop the hut because I had a 1/4 chance of popping barbs, which would basically have meant losing the scouting warrior. I couldn't really afford this outcome, I need to know the surrounding lands and if I have any neighbours. So I moved SE and found a barb bear. I could have stayed in place and defended with odds, but the odds were about he same as popping barbs from the hut, and I'd still have to heal if the warrior won. So I went back for the hut:
Well, that was a good outcome. Now what exactly did I get?
Awesome. I wonder how the map changed?
Cool, vindication for the dot map. Going to carry on with the expansion as expected and try to defend with chariots. And the turn after, this is what I saw:
So, there is someone around here. Wonder who it could be. This is the point where C&D would be quite useful, as I could see who had lost power and work out my likely neighbours. But really, that doesn't exactly help me, as I'm settling south towards them regardless of what happens.
This is the capital from a turn or so ago:
I have 2 worker irrigating the wheat, and the third worker that is shown being built moved 1N and will chop/mine the forest for the city to work at size 6 and when chopping into settler for the pigs/horse site. I overflowed into a settler after finishing this worker, 37 hammers total. I'll grow to size 4 and finish a warrior, then finish the settler in 3 turns with a chop from the third worker. The aim then is to grow to size 7 in 8 turns, working the flood plains and three flood plains until size 6 then working the grass hill mine. I need to make 11fpt for about 4 to 6 turns depending on the tiles I work to finish the warrior whilst growing to size 4, but the MM regarding that doesn't matter any more as I'm chopping the forest. The settler should finish t41. Late, but frankly I don't really care that much about the 4 turn delay.
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Current opponent city sizes in game:
Highest pop = 27, therefore sizes 3 and 2.
Lowest pop = 1, therefore size 1
Average population = 95, therefore 67 remaining.
Top 5 cities shows four size 3 cities, but one of them is mine, therefore addition 2*21 population in some players capitals, leaving 25 pop remaining. These are therefore either one size 3 city and four size 1 cities, or four size 2 cities and one size 1 city.
There is a size 2 city in the top 5 city screen, settled 4000BC, therefore must be four size 2 cities and one size 1 city (assuming that the highest pop didn't somehow grow second city to size 3 really fast...).
There are 8 opponents, 6 of which aren't known from the highest and lowest populations. There are 7 cities according to the demos, therefore at least one other player has a second city other than the highest pop.
Lesson: Civstats is over rated.
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Two turns worth of scouting information...some lucky bastard is going to get ivory...
And here is a rapidly developing capital site. The worker on the wheat will get to loiter for a little bit farming random tiles whilst getting in position to road the forest 77 of the capital then farm the corn for city 2. Wheel is actually due in 4, not 5, as the commerce from working the FP will speed it up a turn. I'm going to use two workers to chop and mine the capital, so they are both ready to cottage the flood plains ASAP in 15 turns(ish) when Pottery is should arrive. They'll dump the chops into the third settler, I reckon.
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You know Krill is desperate when he is doing C&D.
Darrell
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The reason I did it is I wasn't sure if someone had 3 cities out. I know it's really unlikely, but it's not impossible.
That and I'm bored...
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