August 12th, 2013, 21:52
(This post was last modified: August 13th, 2013, 00:38 by Oxyphenbutazone.)
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This start has the potential to be amazing!
Ok, so here's what I have so far
-Research Path is Animal Husbandry-Mining-Bronze Working-The Wheel-Pottery
-Builds in capital Worker-Work Boat-Settler-Warrior-Warrior-Worker(Whipped)-Settler-Worker
-Second Settler completed eot 32, moves during slavery revolt turn 33 and settles turn 34. Obviously this is dependent on our surrondings, but 3S of the capital is a great second city sharing the sheep, fish and 2 potential cottages
-Builds in second city- Warrior-Worker
-The capital grows to size 5 and then double whips a worker with huge overflow. The whipped worker will road to the third city site, while the overflow completes another settler
-Third Settler completed eot43
-The only real knock on this start is that we don't get a cottage down until turn 48, I think it's worth it
Situation turn 44
-Pacal of Native America looks to be the perfect combination  , Kurumi, HBHR what are your thoughts?
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With the plains hill forest, did you consider WB first?
August 12th, 2013, 22:38
(This post was last modified: August 12th, 2013, 22:38 by Oxyphenbutazone.)
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I did, but no matter how hard I tried it still delayed the first worker by 6 turns, the first settler by 4 turns and didn't even generate more commerce than worker first, which is of course the usual advantage of work boat first. The only real advantage is that it gets a warrior done before settler.
This isn't set in stone as micro for the actual game, this is just more of a way to gauge what starting techs are best for this start.
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T0 4h/t
T8 6fh/t - WB - work fish
T18 5f/t - Worker
T23 10fh/t - grow - work fish/wheat
T33 Settler
(Sorry for formatting - on my phone)
Looks like 3 worker turns for a bunch of commerce to me? Same eta on settler.
August 12th, 2013, 22:54
(This post was last modified: August 12th, 2013, 23:39 by Oxyphenbutazone.)
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Again, I came up with this micro in about half an hour, so I doubt it's completely optimal. It seems like we have the same settler eta's, but one involves a 10 turn settler build while keeping the capital at size 2, while mine involves a 7 turn settler build at size 4. That would delay the third settler and second worker for at least 5 turns a piece. You're also ignoring the sheep which generates 3 cpt. Maybe I'm misunderstanding because of the formatting?
The WB first starts I ran conformed with the grow to size 5->whip worker->overflow into settler plan I had. Maybe there's a better way to go with WB first, but I don't think it really beats out worker first, you're wasting the EXP bonus by going WB first and working the fish to produce a worker.
EDIT: Ran a further optimized WB first start(work the PHF for 7 turns, work the GLF for 1 turn, work the fish for 4 turns to size 2 and then the fish and plains hill for 7 fhpt) The sheep is delayed being hooked up by eleven turns leading to a loss of 33 commerce while the fish is hooked up 13 turns earlier leading to a gain of 39 commerce, so the commerce gain is literally 6, but the settler is delayed by 2 turns. If you consider that the city immediately produces 7 food, 1 production and 4 commerce by picking up the sheep tile, you're trading in 6 commerce for 6 worker turns, 14 food, 2 production and... 8 commerce. It's more complicated than that obviously, but it seems like worker first is better. Barbs don't enter you territory until 2n+1 cities have been settled(where n is the number of players in the game) and the settler will never spend a turn in the wilderness so getting the warrior out first doesn't really factor into the decision.
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(August 12th, 2013, 22:54)Oxyphenbutazone Wrote: Again, I came up with this micro in about half an hour, so I doubt it's completely optimal. It seems like we have the same settler eta's, but one involves a 10 turn settler build while keeping the capital at size 2, while mine involves a 7 turn settler build at size 4. That would delay the third settler and second worker for at least 5 turns a piece. You're also ignoring the sheep which generates 3 cpt. Maybe I'm misunderstanding because of the formatting?
The WB first starts I ran conformed with the grow to size 5->whip worker->overflow into settler plan I had. Maybe there's a better way to go with WB first, but I don't think it really beats out worker first, you're wasting the EXP bonus by going WB first and working the fish to produce a worker.
Sorry - didn't see you are Pacal - was assuming 15t worker build. Nice start!
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Back at an actual computer:
Code: t00,1 0f/t 5h/t 0f 0h(WORKER=60) WORK PLAINS HILL
t12,1 2f/t 2h/t 0f 0h(WB=30) WORKER FINISHED, WORK GRASS FOREST
t16,1 5f/t 2h/t 8f 8h WHEAT FARMED,WORK WHEAT
t19,2 5f/t 3h/t 1f 14h GROW, WORK WHEAT/GRASS FOREST
t21,2 8f/t 2h/t 11f 20h SHEEP PASTURED,WORK WHEAT/SHEEP
t23,3 8f/t 2h/t 3f 24h GROW, WORK WHEAT/SHEEP/RAW FISH
t26,4 10f/t 5h/t 1f 0h(SETTLER) GROW, WB, GH MINED, WORK WHEAT/SHEEP/FISH/GHMINE
t33,4 SETTLER
I think this is what you have in mind, yes? That is a beautiful start! Plenty of production, commerce, everything! With a cheap granary, you can work Fish/Wheat/Mine growing on to mine and lake for a perfect 6->3 whip cycle with no additional worker labour. So fast!
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That was the general idea, yes
And yeah, this start is pretty awesome. The capital's long term potential isn't quite as dazzling with just 2 riverside tiles, but a palace move isn't terribly difficult to execute.
August 13th, 2013, 01:06
(This post was last modified: August 13th, 2013, 01:06 by suttree.)
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All you need is one happy, and you can have nothing but a chain of 6->3 cities working Fin cottages.... blargh.... so broken
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Sounds like you want to join the Eagles/Condor gang? It would be nice to have your considerable talents on my side for once
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