Square Leg Wrote:I was going to pop it myself and not deal with fall out.
Well, *surely* you also didn't want anyone to say you only won because of a lucky popped Great Prophet on T3 or some such . You want to beat them fair and square!
Another decision-free turn passed. Warrior in 3. Pop increase in 4.
Two observations: our pop (of 1) is 6.25% of overall pop, making the global pop 16. That's exactly the sum of top 5 cites' pops + ours, so there are no barbarian cities yet, neither preplaced nor spawned spontaneously.
Lowest (=Illian) Approval Rate is 46% which corresponds with 6 unhappy and 5 happy faces. Warrdoa have an unhappy citizen at size 6 despite the Enchantment Mana from the Palace. An event?
Hmm - It could be that Serdoa has had an event to create 1 but I can't think of any off the top of my head...
Maybe he is without a garrison temporarily? I don't know why you would do that though...
With the 2nd warrior completing in 3t, do you think it is time to move the scout out again and see if we can't find a neighbour or another hut if we are lucky?
We haven't really seen any barb activity so far so I don't think the risk is that high - if 2 lizardmen turn up next turn I'll change my mind though!
Secondly - what are your feelings on what the worker should be doing after he finishes the farm on the wheat? I think it is worth wasting a turn and moving to the FP's to build another farm rather than plantationing the silks. We don't need the commerce right now as getting crafting and mining sooner really isn't that important imo however, growing as quickly as possible is important so that we can start on another worker or a settler at size 3 or 4.
Quote:Square Leg yes - although I am tempted to not sign any naps after we get horses secured - except with Illians and perhaps Sheaim
Just need to avoid those rushes Iskender yes
11:03 Square Leg That game is going to be pretty violent i think! Iskender i have a few ideas how to proceed with the early-mid game. i'll post them in the thread once I manage to make them clear enough
it is!
11:04 btw could you send me the sanbox when you have it at hand? i'd like to try out a few tech paths
after mining Square Leg sure - sorry about not doing it sooner - I keep forgetting!
11:05 it is on my laptop Iskender i haven't updated the spreadsheet yet, but w/o contact I can't make use of the tech bonus for c&d anyway Square Leg needs updating too as I created it before we found that gold city site
11:06 I'd like to get the scout out and exploring again next turn -what do you think? Iskender sure
south or east? Square Leg heading south rather than east Iskender yeah
11:08 Square Leg Seeing as our first city is going to the south it would be better to know the general area
goblin forts, lairs barrow etc...
oh and opposition! Iskender i'm looking at a screenshot. he could move S (hill), then SE-S (plains) then SS on what seems to be a forest Square Leg just a sec
11:09 1W of the gold
11:10 Iskender yes
that's the safest tile south i think
has a peak 1W
11:12 Square Leg yeah - the tile 1E of the forest is well protected by the river too but I can't see an elegant way of getting there!
duh
1E of the sepulcher....
11:13 Iskender yes, it's safer with 2 peaks but wastes one move
11:14 Square Leg yeah
Griffon's don't care much for peaks however - thats how i lose most scouts!
11:15 Iskender true. bloody griffons Square Leg i hate them
A great unit to capture Iskender going back to the tech
11:16 i was thinking, after mining:
edu, mist, AH, HBR
something like this. for early horses
a subdue animal one for capturing
and others to make pressure on neighbours
11:17 not necessarily by pillaging but sending a message between the lines that if they want to rush us they might have some trouble at home Square Leg upgraded scout -> Horseman Iskender yes
brb
11:18 Square Leg k
11:19 If we can source another calender/mining special for our 3rd city I would consider skipping Edu... it means we lack app experience though.... meh not sure - needs sandboxing Iskender gotta go, sorry
11:20 cheers Square Leg np - laters
I did some sandboxing trying to compare improving the Silks vs the FP next and building the settler at various city sizes. Below are the milestones (2nd city, 2nd worker, tech)
The tech patch was Crafting -> Mining -> Mysticism.
Variant A: the worker improves the Silk, then both FP, then moves to improve 2nd city.
Size 4 settler:
Three warriors (total) when the settler is out
Second city on T48 (end of turn)
Second worker on T47
Worker starts improving 2nd city on T48
Mysticism on T49
Size 5 settler:
Four warriors when the settler is out
Second city on T48
Second worker on T48
Worker starts improving 2nd city on T49
Mysticism on T49
Size 6 settler:
Five warriors when the settler is out
Second city on T50
Second worker on T50
Worker starts improving 2nd city on T50
Mysticism on T50
Size 5 seems to be the winner here. It allows to get 2nd city as early as with size 4 due to the fact that the worker, after finishing the 2nd FP, can chop the forest SE of the capital making the way for the settler. With size 4 the worker is one turn late on the forest for that. Size 6 is considerably worse, even delaying Mysticism by 1 turn, because of the -1gc maintenance that appears with the settler.
Variant B: the worker first imroves the FP then the Silk then moves on to the 2nd city
Size 3 settler:
Two warriors when the settler is out
Second city on T45
Second worker on T48
Worker starts improving 2nd city on T47
Mysticism on T53
Size 4 settler:
Three warriors when the settler is out
Second city on T46
Second worker on T45
Worker starts improving 2nd city on T47
Mysticism on T53
Size 5 settler:
Four warriors when the settler is out
Second city on T48
Second worker on T47
Worker starts improving 2nd city on T49
Mysticism on T53
Among these three I prefer Size 4 - second worker is out early enough to aid production with chopping allowing us to have 5 warriors by T50. Compared to Variant A Size 5, second city is founded and improved 2 turns earlier and second worker is out 3 turns earlier, but Mysticism gets discovered 4 turns later.
Now which one to choose? I'm inclined towards FP first, size 4 - early second worker and having improved Gold two turns earlier seems worth delaying Mysticism 4 turns. One less warrior (compared to Silk first size 5) is risky, but so is revolting to God King right before T50. The worker moves on T28.
Of course the above recklessly assumes that barbs won't ruin it all (I had to delete about 10 barbs on average in each test run, fortunately they kept approaching neatly one after another).
My instinct was FP first as the value of food in the first few turns is massive. Especially seeing as we have agrarianism already. After your sims I tend to agree although I'm a little concerned about the number of warriors we have.
Did you build your own sandbox or update mine? Could I use it too if you have done your own?