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[SPOILERS] Serdoas and Nobles Thread with a little bit of Gaspar sprinkled in

He did. On the 3rd October. You are kinda late to notice wink
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Hmmm yes, I was checking it on my phone and the threads weren't updated properly.

Anyway it just occurred to me that the whip worker plan you laid out last night assumes we take a turn to move onto a forest which is probably not the case since we probably want to chop the roaded PFH northwest of the capital. So that means the chop would go into the archer which is too many hammers and we'd lose some to overflow. Options are to delay the chop by mining for a turn, chop a different forest, or do something else entirely. I'll try to work it out tonight but basically what I'm saying is not to play the next turn yet if it comes up. tongue
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Okay well CH's chariot appeared in the south and the barb warrior is back in the north. We should discuss in chat when you wake up if you can. There are too many question marks for me to come up with a plan.
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We discuss when you wake up. I need to go get some groceries, else my wife is pissed at me whole day and I'd rather she is happy as I'm still ill and want to be taken care of wink

Some points after looking ingame for our discussion:

- we need 11 worker turns to chop the forest 1SW of the capital and build the necessary roads to have the settler move in two turns onto his city-tile. This would mean building a road 1SW of the capital and then on the copper and 1S of it. We would build
the last part on the plains tile afterwards as it makes no difference for moving speed.

- The above also means we do not want to chop the roaded forest yet

- The new worker from Nat Pagle is needed for that plan above as we only have 8 worker turns with that one worker before the settler arrives

- We should build another settler in Nat Pagle to get that floodplains-spot settled and cottaged. We need commerce

- I think we can use the chop from Nat Pagle to put it into an archer and have it complete in time, even if the barb is going straight for Nat Pagle. Alternatively we could move our 2nd archer back up, but I like him down there actually, as we need him for the 4th city anyhow
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No sight of impis? Your general plan is OK as long as the Pagle chop completes in time but I need to sleep and I'm happy to discuss it if you actually find me later.
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You were supposed to sleep and then read this, not the other way round :P
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You were supposed to answer my question so I can post again when awake!

So what do we do about CH's chariot? We kind of have nothing at the capital.
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I don't think he will move in with it tbh. He can't see that we have nothing there, so would he start a war for no reason just in the hopes of us having nothing in there?

Also, we could finish the archer this turn instead if we want. Or move the existing archer in a position that he can move in if necessary (I think that would mean letting him sit where he is right now)
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Ok, I've come up with the following plan for the next turns. I'm pretty sure you won't like it, but I think it does give us the best possible with the resources available. For reference purposes: Worker currently on sheep is A, worker in Nat Pagle is B, worker 1S of capital is C and worker on corn is D.

Screenshot of current state:




T49:

Workers: A chopped. B moves onto sheep. C moves 1NW of capital and chops. D moves onto gold.
Units: Archer on gold fortifies (no sign of Impis with scout). Warrior moves towards Nat Pagle (second police-unit as we want to guard the workers with the archer). Second warrior moves out 1SE.

Capital: Archer 13/25 - 14/24 food
Nat Pagle=Granary (Barb Warrior moved away again) 86/60 - 8/26 food

Overspark: Monument (will be whipped after growth, then Granary or archer to regrow - I won't discuss it further as I think we agree on this one)

T50: A and B improve sheep. C chops. D mines. Warrior towards Old-Murk-Eye

Capital: Archer 17/25 - 21/24
Nat Pagle: Archer 16/25 - 14/26 (work FP over Horse for one turn to get a turn faster growth)

T51: A and B finish sheep pasture. C finish chop. D mine (2/3). Warrior on city tile and fortify.

Capital: Archer 41/25 - 28/24
Nat Pagle: Archer 24/25 - 20/26

T52: A and B road sheep. C moves onto plains 1S,1SW of capital (chariot should be gone by then, else archer can move out as well). D finishes mine.

Capital: Settler 61/100
Nat Pagle: Archer 32/25 - 26/26

T53: A and B move 2E onto gold. Can be guarded by archer. C moves 1S of copper (warrior there should give us enough vision). D 1E 1t road.

Capital: Settler 75/100
Nat Pagle: Settler 23/100

T54: A and B road. C roads. D moves onto copper and roads.

Capital: Settler 89/100
Nat Pagle: Settler 39/100

T55: A and B move onto rice, farm. C and D finish there roads.

Capital: Settler finishes
Nat Pagle: Settler 55/100

T56: A and B finish farm. C and D move onto city tile. Settler moves onto copper.

Capital: Archer I guess?
Nat Pagle: Settler 72/100

T57: A and B ??? (some roads for the new settler I guess) - C and D road, afterwards can pasture. Settler settles.

Nat Pagle: 89/100 ...

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Let me know what you think. Apart from moving the scout and warrior (for capital/Pagle) and finishing the chop for Pagle I haven't moved anything.
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Basically I previously calculated that we need Overspark to keep its worker to build cottages in time for growth if we whip monument -> slow build granary -> archer. Using that worker to build roads for the copper instead is okay, but we'll probably want to build a worker at Overspark after the granary.

If you want to keep two workers at Pagle, the original plan was to have B road the jungle and then road and start the rice farm. A would pasture and then road the sheep and join B on the rice. Then both would come back and road the horse. I'd prefer we keep that plan if we are keeping two workers at Pagle even if the builds are different. We can build the archer in Pagle this turn if we're concerned about covering the workers.

I don't really understand all the items for C and D, I'm not even sure if the plan calls for settling on the same tile for copper now. I really hope we're not moving the copper city location. If we don't have enough worker turns to settle 2S of copper, I'd prefer we skip the chop which will delay the settler 1-2 turns but will give us a lot more worker turns to work with.

Anyway, in summary:
1) If we keep two workers at Pagle, I prefer we do the above worker movements in the second paragraph instead of stacking workers which wastes a lot of worker turns. We're already short on worker turns. :P
2) The plan for C and D to build roads for the copper city is okay but the specifics definitely need improvement which I can do later. For example C should be doing 1t of cottage instead of wasting its entire turn moving to the plains next to the cow. D can road the tile SW of the copper instead of roading the copper.
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