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Can't build culture without Music.
Won't hire an artist as it then pollutes the GP pool.
"You want to take my city of Troll%ng? Go ahead and try."
Bobchillingworth
Unregistered
Twinkletoes89 Wrote:I know - just to clarify.
It would take 12 turns from the turn that we started hiring (i.e when we grow to size 2).
Therefore we grow to size 2 (taking say, 5 turns) - then its 12 turns from there therefore we would get the GM in ~17 turns rather than the 12 now.
It's worth delaying a Merchant for a few turns in order to not have a totally useless second city. Plus if you grow the city instead you can work several merchants, which will get you your GM quickly plus have the bonus advantage of adding more beakers to the bulb.
Basically, running a merchant for 12 turns in a size one city at the start of the game is a bad idea. Like, a really bad one.
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I have to agree with Bob on this one. After the FW chops, if both FWs are done, farm the Rice in 2T and grow, work a Merchant at Size 2 while accumulating food due to food resource. It'll only delay CS by like 4T, assuming we even get the ability to fullbulb it in those turns.
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It was mainly a suggestion to get some debate going with so much time left.
I have set it to grow now using the rice tile.
Popping borders in Sweet Pastures is not essential with religion foundings not miles away and it has plenty of useful stuff in the BFC for the workers to be getting on with for now.
"You want to take my city of Troll%ng? Go ahead and try."
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Yeah, don't pop the merch right away. let's get the city to at least pop 2 before trying that.
AFAIK, Bulb formula for merchants is 1000 + 1 per pop, or 667 + 1 per pop on quick.
Suffer Game Sicko
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pindicator Wrote:Yeah, don't pop the merch right away. let's get the city to at least pop 2 before trying that.
AFAIK, Bulb formula for merchants is 1000 + 1 per pop, or 667 + 1 per pop on quick.
It's 1000 + 2 per pop, and on quick that's multiplied by 0.67.
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TT, what is your plan for your scout?
If I recall he is to the east of your area atm, do you plan on sending him out in that direction further, or just defogging in circle around your lands?
September 19th, 2011, 20:31
(This post was last modified: September 20th, 2011, 20:48 by TheMeInTeam.)
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Okay, a few things with the civ I'm taking over:
- I do NOT agree with a forge in the capitol right now. Empire has 2 city 1 worker (edit, missed 2nd work on corn, still need more now!) and 3 total tile improvements. This situation SCREAMS to get more workers, NOW! No 25% multiplier is going to do anything that will help more than improved tiles ASAP. Unless I get a serious and logical objection to doing so, I'm immediately switching the capitol onto a worker.
- I wouldn't have bothered with border pop in sweet pastures, except that it secures us horse. Border pop wasn't handled well (IIRC GPP chacne comes from #turns worked rather than total GPP accrued for some stupid reason, meaning we should have waited to pop borders until it could be done in a single turn, then switched over all merchants...or even just waiting on the pop until after 1st merchant! 2 food tiles is fine. Horse tile is productive but we won't be growing/working that while running merchants anyway).
- Merchant bulbs Civil Service first, which makes more sense. Instant Bur switch is a good thing. I'll farm out the merchant then ASAP. Forge in the capitol is still wonky and I'm going to change it.
In other words, IMO grow -----> run lots of merchants + get several quickly > trying to get 1 merchant ASAP.
September 20th, 2011, 01:05
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Seems reasonable, nice to have you with us
September 20th, 2011, 01:05
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We haven't had any pictures from this empire in a while, so up we go!
TT had split merch/artist as I mentioned before. He's 1 turn from a border pop, but the more I think about it the better it is to IMMEDIATELY switch to 2 merchants until we get our GM (IMO this entire business was unnecessarily risky, we didn't have enough worker turns to work that horse so soon anyway!), then get this city started on productive options. Keeping an eye on demo screen for survival; right now people have 1-2 units up on us at most. At least so far, nobody suicided out a surprise unit. In a 4 way game, that makes sense as it's a bit too self destructive even if it hurts another team (2 others go unscathed). Still, must keep our eyes on this, I dont want any nasty sunrise guerrilla II razing surprises!
I have a lot of jungle around me, making the spot on the PH near iron/rice the only sensible 3rd city location for me (claims iron, can mine iron right away, easy border pop in caste for wet rice). After that I can look at stone or jungle. As this is MP I need to keep cities somewhat tight for reinforcement lines, but while nearby sites are good long-term they're pretty bad right now; jungle has a huge investment to clear. The last thing I need is to wind up as a frontier civ for us (very likely) and get forked/razed in my pitboss player debut (not counting a brief sub stint for ruff_hi after he already did things I didn't agree with  ).
As I said, capitol DOES NOT benefit more from a forge here than a worker, so I have that set to switch off the moment it's unpaused. If we're going to build something other than military, right now it is workers/settlers! Working grassland forests is not a strong move! Improved tiles, chops are much better than a forge right now. I know it's a later era, but that doesn't mean we have to slow down our growth further! The merchant I concede only because it allows for fast civil service and that 50% hammer boost to all 3 civ capitols is strong...but let's not get silly.
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