Is that character a variant? (I just love getting asked that in channel.) - Charis

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Kuro's Bizarre Adventure (Kuro spoiler thread)

Looks good if you've worked out the math that FW first is superior to growing to size 2. Rice should be farmed the turn cap grows to 2, right?
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This looks like it could be hard to dotmap. Gonna need to explore north and south to find good spots.

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This looks like it could be a good spot for a city if we want it to share Rice with the capital, lake tiles for longterm food, sharable Rice and some other okay spots. It's not a strong long term spot, though, but it seems like one of the better spots if we want a 2nd city to go hyperfast via food sharing.
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(April 21st, 2014, 11:34)Krill Wrote: Here are the Map Generation Settings:

  • Torusworld
  • Huge map
  • 44% seas, Inland Ocean
  • 100 tiles wide by 36 tiles tall
  • 1 random improvement per 20 tiles

I have searched the sign up thread and haven't found a difficulty setting mentioned, however I made this map with the medium maintnence setting enabled, so the costs are as if it were a cylindrical map. With that in mind, I've taken the liberty to set the difficulty to Monarch. Below are the game settings:

  • Pitboss, normal speed.
  • Monarch difficulty
  • Barbarians on.
  • No Tech Trading
  • No vassal States
  • No tribal Villages
  • No Random Events
  • Unrestricted leaders
  • Tech cost Scaling
  • Medium Distance Maintenance

With those settings in mind, here are the tech costs for the Ancient Era:

  • Agriculture 46
  • Hunting 46
  • Fishing 60
  • Mining 60
  • The Wheel 75
  • Mysticism 75
  • Archery 75
  • Priesthood 75
  • Pottery 107
  • Meditation 107
  • Masonry 107
  • Polytheism 140
  • Animal Husbandry 140
  • Sailing 140
  • Bronze Working 174
  • Writing 174
  • Monotheism 174

Reposting map settings here. That's quite a lot of lakes all around.

I don't think that city would be bad in the grand scheme of things as it can borrow the rice and help the capital grow some cottages. That city desperately needs a border pop though to bring in the fish, so early religion would be very important as slow building a monument there seems inefficient. Without that extra fish, that city doesn't really add much, but hey, it's worth testing.

If we do early religion, I think a Sheep/Pigs location maybe 1N of the sheep could be better. Hill sheep is far better for AGRI as a 5/1/0. It's too bad that there is a peak 2N of the pigs, that would be the ideal spot right now.

I like that the mod throws a carrot to hunting civs with the reduced movement of the Scout.
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I will talk more later tonight or tomorrow since it is mother's day, but Fast Worker has finished, so gotta decide on what to build next, I figure a Warrior to help BW chop out the next FW or grow first since we will have Rice.
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Not looking at micro, growing to 2 to work the rice would be stronger and then start a settler. Not sure if its stronger to instead grow to 3 and mine after the rice or start a settler right after rice is done.
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I started on the Warrior, we can go either Settler or Worker after we grow or even finish the Warrior since barbs are on, useful if we want to settle (We could work the hammers to finish it quicker once Size 2: We will grow 1T before the farm finishes, I believe). Depends on which is a stronger play.

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I scouted the little area behind our city and that part appears to be a pennisula, with possibly more continent connection to the north, which is interesting because if the north of it doesn't lead to a continent we have some city spots that would be extremely well protected from aggression that isn't barbs, so we could skimp on military there or settle it a bit later. If the north is a continent then we have a nicely defendable chokepoint to get to our capital.
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It's an interesting landmass so far, what's new?
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(May 16th, 2014, 01:14)wetbandit Wrote: It's an interesting landmass so far, what's new?

Not all that much. Sorry I haven't been updating much, my sleep schedule has gotten wonky in part due to some RL stuff, so I am playing my turns relatively okay but not really reporting well. Tried to play the turn right now but I am getting an error? Weird. I will try to post a longer report next turn.
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Look at Agricultural go, whoo! I say we continue to grow to Size 3 and then start Worker/Settler. Numbers:

If we made a Fast Worker now it'd finish in 6T, if we made a Settler now it'd finish in 9T but would be risky due to no escort in a game with barbarians.
Growing allows us to add 7 hammers by working the Plains Hill or, once finished while waiting for BW, the Grassland Hill. Food surplus goes down to 8 (9 w/ Grassland Hill) + 7 hammers = 15 HPT on the Fast Worker, no +50% on Settler so 8 + 5 there for 13, a slight boost that gives us a 5T Worker and an 8T Settler (13 FHPT x 8 turns = 104 production), perhaps slightly faster on the Settler w/ Grassland Hill. We actually delay them about 2-3T but in return we get a Warrior and growth to Size 3 which makes all future stuff faster, which I believe to be worth it.

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A bear stops further progress.

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And a shot of the lands we have explored. Choosing where to settle will likely be somewhat indicated by copper, since while not a BLAZING YOU MUST SETTLE A 0 RESOURCE CITY TO GET IT NOW need with nobody around it is obviously still quite important.
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Oh, I forgot to mention, Buddhism was founded in a distant land. I would say Hinduism after Bronze Working fits, then. I decided with the Warrior done to go into a Fast Worker but I am not sure if it is or a Settler is better: On one hand I am worried some about if the Fast Worker has enough to do, but it could always chop out the Settler and then improve the second city so it seems worth it? I'll post more about prospective settling spots next turn, since it seems silly to make settling plans when you are 1T away from revealing copper which could change a lot.
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