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[SPOILERS] JR4 and RefSteel are teaming up again in PB39

Hmmm, that river plains forest 2E of the southern warrior looks like a promising site, though it would likely need Fishing and a Workboat to get an unshared food tile (depending on what's in the fog) and then Sailing and a Lighthouse to get the tile up to 6F. There's also a question of whether it works with the larger dotmap: If the food cooperated, I'd love to found ON the copper, and also on that ugly tundra forest hill south of our eastern deer, but I don't know how realistic that is with so much fog still in the area. (The plains hill 2W of copper also looks good and does fit with the river plains forest site I mentioned, but all of this is just speculation with so much fog in the southeast.)

Not sure if any of those would be the best choices for a second city site though; more information about our surroundings might help answer that question.

Random additional note: Don't forget the river-crossing penalty to attacks! If our C1 Warrior had stayed on the grassland hill last turn, the Lion would have had extremely poor odds attacking him up a hill and across a river! Of course, the lion will have moved to a different tile by the time our warrior can move again.
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TURN 27

Our Warrior found another sea food down south. I could be talked into going for that spot SW of Clams for our second city. It`s a very strong city once we pop borders. A city on the southern edge of that peninsula can pick up the Crabs. If we go for that we probably should research Fishing next. Note that the tundra hill NE of that got a forest spread so it`s a slightly stronger tile if we don`t settle on it. With the information from t27 in mind I`m not that keen on the site 2W of Copper for a second city. It`s a slow starter and can`t share a Corn with the capital. Settling on the Copper is kind of similar, a bit too slow.

   

Another option, which also is a slow starter, is to go somewhere NE with our next city. The highlighted plains hill gives a nice boost but we miss out on the food sharing and instant connection to Busan. I`d really like to get started on settling cities towards Agg/Imp Zulu right away. It`s probably not the best of options but thought I`d mention it anyway.

A third option is settling next to the Rice. It`s easy to set up, gets an instant trade route and will get up to speed very quickly. We have to decide soon where to go. Decisions, decisions..

Our northern Warrior stayed in place, just in case a random enemy unit moves in from the NW. Maybe I was too cautious about our Aggressive Warrior being vulnerable to the Lion?


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I`ve been thinking a bit about how to get our second city ready to contribute asap. We could move the Worker to the plains hill next turn and make a road there so that a city SW of the Clams can be settled t31 and connected to Busan on t32. This does mean, however, that we have to lose a turn moving back to the Copper and it will take longer before we build our first Axe. 

Then, we could build a 5 turn Worker if we feel that we can get away with a paper military (16+13+13+13+13 foodhammers). Also, we have the option of chopping the forest plains hill at any time if we need a unit quickly.
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TURN 28 and 29

Our southern Warrior checked for seafood and - found another Clam! That makes our choice a bit easier. The city will have plenty of food and will be a real powerhouse once it gets up to speed. Our Worker spent a turn walking to the plains hill and then part-built a road so that we will settle on t31. As long as we don`t get a forest growth on that very tile E of the Corn. Our Warrior stayed put on the flood plains in order to be able to react to a (very unlikely) 2 mover animal moving to the forested tundra hill this turn, threatening our Settler.
   

The northern Warrior made a bold move E. No animals in sight - or any Zulu units for that matter. Speaking of, ipecac revolted to Slavery on t28. We need to be vigilant.

Our Scout is still going strong. Note Yuri`s Warrior next to our unit. I`m not that concerned about the Warrior. If he wanted to attack us he surely would have done it earlier.

Oh, and I took a screenshot of the mfg graph when our massive increase in production is shown. Just because I could.


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TURN 30

The first two cities have already been built according to Civstats. No surprise that Imp and Exp get their second cities quickly. Our Settler is in place and will build our city next turn. Our opening looks competitive at least. I`m still a bit concerned about going for a backline city as our second but lets see how it pans out.
   

Our northern Warrior found no animals and will probably fortify in place. It`s got a good view of the surroundings from that hill.

The Scout continued NE and will try to go around superdeath`s capital. Our scout is pretty close to getting around the globe so superdeath is definitely our neighbour.

Our demos will look better when we build that city next turn. Note that Busan is building another Worker. Our southern Warrior is moving towards Busan and will help with fog busting in the near future. Hopefully no surprises await us in the coming few turns..


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TURN 31

So, we join the 2 city club! Dadaejin is going to be a vital port city for us. Next turn our Worker will finish the road in order to connect our cities. After that I`m not sure where to send the Worker for maximum efficiency. It could start a Cottage, start chopping somewhere or even go back to the Copper mine.
   

Our northern Warrior revealed a couple of tiles. All information helps.


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TURN 32

Dadaejin swapped to a Granary. Pro Granaries really are cheap. We can whip it out soon. Our Warrior will head for the hill 2NW of Busan next.
   

Our Scout is moving along north of superdeath`s capital. It`s only something like 12 tiles away from EDIT: visible tiles west of Busan.

Research was set to Fishing. I think it will be a 4 turn tech for us when we get the additional commerce from connecting our cities.


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TURN 33

The turns are flying by. Our Worker started a cottage on the flood plains. We should make a few early cottages in order to get our economy going. The second Worker is only two turns away.
   

Our Scout is still going strong. If it makes it back to our borders it will be a valuable fog buster.


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TURN 34 and 35

The second Worker finished in Busan on t35. Both Workers are building a cottage. I thought about building a Warrior next but a 3 turn Granary was too tempting. Dadaejin will probably swap to a Work Boat next turn and whip it out soon. There are just so many things we want there to get it going. 3 Work Boats, a Granary and Barracks at least. Not to mention more Workers and Settlers, of course.
   

Superdeath settled towards us with his second city, which is a bit annoying but he`s not really close for the time being. Our Scout did take a risk on t35, ending on flat land but it`s very close to returning home.


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I love how the turns are flying! Sorry I'm not able to check in on a nearly-regular basis; I did warn I wouldn't be able to make as much time for this game as I did last time, but that one was really a lot of fun too, and this one seems like it's off to a great start!

If you're right that Superdeath has a land route to us, then we're smack in betwen the two Khans: Genghis with Impis and Kublai with War Chariots! This after sandwiching between Tokuzulu dtay and ChurchillGreece GJ in our last game too! Remind me not to let you pick my lottery numbers ... you know, if I ever lose my mind and start wasting my money on lottery tickets for some reason.

(May 3rd, 2018, 10:41)JR4 Wrote: I`m still a bit concerned about going for a backline city as our second but lets see how it pans out.

I agree with this, and I should probably have made myself clearer that I wouldn't plant the current Dadaejin as our second given our tech path and surroundings: Sharing corn is good in a vacuum, getting lots of additional resources is good, getting another worker is good - but when nearly al the new resources are seafood and we're already commited to teching pottery before fishing, none of that actually works together very well: The new worker has no high foodhammer tiles to improve because (except for the second-ring copper and already-improved tiles at the capital) they all need workboats instead, and can't pay for itself by chopping because we'll get granaries soon enough anyway with Pro and the copper, and lacking Imp means there's nothing that's any more desperate to be built with hammers instead of food than Workers themselves.

Given that, our best move might well be to cottage that floodplain as you're already doing, and trying to take advantage of a high-commerce opening, especially if there's a first-to bonus we want that's reasonably within reach. (I can't think of one I'd target right away, but it's worth thinking about at least.)

Let's see if I can make some practical suggestions though:

1) I'd sugest naming the empire "Kara Iri" - apparently the Japanese name for the mainland campaign against China on which we're basing our naming theme. "The Kara Iri Empire" and then "Kara Iri" as both short name and adjective.

2) I would suggest whipping the Granary in Dadaejin before starting the Workboat. We want those granaries working for us ASAP. In fact, I think we want a barracks before a workboat there, even though that sounds crazy. Part of the reason is:

3) We need more happiness, which I guess means we need to tech AH for the elephants (and to reveal horses, which will help with production, to say nothing of chariots). The Whales will help eventually, but first we need a barracks and ten turns and Sailing and a third Workboat. I should also congratulate Dark Savant on choosing the Correct Civ And Leader for what I've seen of this map so far. (Also arguably the Correct Civ and Leader for almost any map in RtR, but especially here.)

4) We need a plan to get our next Settler out in a timely fashion, but we also need to know where the Settler is going! We're probably going to need to chop into something, but I'd like that something (or at least one such thing) to be a barracks and/or workboat at Dadaejin after its granary, since that's another good way to make use of our early second worker: Turning Dadaejin's forests into hammers it couldn't have produced itself without the whip. (Once it has those clams netted, Dadaejin is going to grow like mad even when it isn't borrowing Busan's corn, and the place does not have much of a happy cap right now.)

5) Hereditary Rule could be really strong if there aren't a bunch of luxuries that I'm missing (because our scout spotted some and I forgot, or because it's hiding in the fog, possibly on islands).

6) This list is in no way exhaustive; it's just some stuff that occurred to me. Most important is obviously the first one, or rather that's the second-most important. Much more so is this: Even with my reduced participation, I hope you're having fun with the game!
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