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You definitely find things when you scout, that's for sure. Couldn't you find the people with the UUs that aren't so great?
Azza is only 10 tiles south of our capital and I'll guess on the position of Molach's scout that he came from the East. We have 4 EPs on Molach (and he on us). We met EOT 5 and since we were coming from the West, I don't see how we wouldn't have spotted him earlier if he also came from that way. He must be pretty close too. We should head East and find out.
We know that Azza moved and settled T1. Azza also looks like he has a lot of water in his BFC and I would bet that he is the person with the 13000 land area. If we find horse or copper, maybe we can help Azza realize the prediction in his thread title.
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Brief musings on the Roman and Chinese hybrids:
Azza - Augustus Caesar of China.. - Industrious / Imperialistic.. Agriculture / Mining........ Cho-Ko-Nu, Pavilion
Not too bad of a neighbor to have, except for the massive collateral crossbows. Azza moved T1 onto a PH and looks to be surrounded by water. We'll see what sort of tech he went for first soon, I would imagine that he went BW, but with all that water, fishing wouldn't surprise me either.
Azza has a history of being attacked in the early BCs here on this site; this game has a decent chance of seeing that continue.
Molach - Kublai Khan of Rome.... - Aggressive / Creative......... Fishing / Mining.............. Praetorian / Forum
wetbandit: but can't help but think Azza is a rush target!
Kurumi: arent we the rush target?
wetbandit: *fingers in ears* la la la
I don't know anything about Molach, but his traits and CIV lend to the renowned Praet rush. Given that he's found 2 opponents within 10-15 tiles of his capital, seems like that plan became more enticing.
My esteemed partner is rightfully cautious about our overall position. I'm a three year old playing in my sandbox. As Kurumi stated, we could get pink dotted by either opponent.
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Charismatic is just as good of a fighting trait as aggressive... We should not worry... We've got Immortals after all!
I hope! ._.
Yeah, I'm not happy about my past behaviour either.
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This landmass is known for its abundant clams.
May 19th, 2013, 06:49
(This post was last modified: May 19th, 2013, 06:51 by Kurumi.)
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It seems the desert will cover us from any aggression... Also, this clam-irrigated corn-spices spot.
"Move" signs are my suggested moves in case I don't play the next turn <3
EPs still even.
Oh, there is Molachian scout near our capital (1turn from borders) since our neighbours are both done doing turns I think you can feel free to still pop in and take a look.
Yeah, I'm not happy about my past behaviour either.
May 19th, 2013, 07:51
(This post was last modified: May 19th, 2013, 10:52 by wetbandit.)
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What a great spot for Molach. He finished a tech, 99.9% agriculture based on the wheat we see in his BFC.
Domestically, we lost one beaker on BW, this is important because this means we lose a whole turn on it. BW was supposed to finish exactly at 193/193, sim has 13/193 now and game has 12/193. I don't know what happened to the one beaker overflow on mining that was present on the sim (mining finished at 80/79). I can't help but think this is operator error. Hilariously, we can't work a single commerce tile to make up the one coin. Some financial civ we are.
I also came up with a worker-warrior micro plan (adjusted for BW snafu) that saves us a few forests and gets a warrior (EOT 24) and the settler (EOT 31) out earlier. Highlight is we chop 2 forests and whip 1 into WB, net clams on 33 when city 3E is settled. We also have 2 hammers in a warrior in case Something Bad happens.
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What tiles are you working in the capital starting T26? And do you have any overflow from earlier into the settler?
May 19th, 2013, 10:48
(This post was last modified: May 19th, 2013, 10:50 by wetbandit.)
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5H overflow into Settler after warrior. I should note I've changed that plan above and have edited that post.
T22: Work Corn, 0/3/0
T23: Work Corn, 1/2/0
T24: Work 2 1/2/0 tiles, warrior 14/15
T25: Revolt
T26-30: Corn + 3 yield tile
T31: Corn (-1 pop from whip)
Might be weedy to jump off corn for 1 turn, but this is the only way to get 30 overflow after whipping settler on T31. When 2nd city plants on T33, it starts working netted clams. Also when we grow back to 2, we grow onto a mined, riverside GL hill.
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In that case your plan isn't working. Your settler gets 8fh per turn from T26 to T30 = 40 hammers. 5 more from overflow + 20 for chop. Gives a total of 65 hammers starting T31. You need 70 hammers in it to 1-pop-whip it. The chop you do on T31 will only be applied when the turn rolls. Also even if it would work, you imo will only have 22 hammers overflow into the workboat. You need 30 to finish it.
Or do I miss something important?
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Serdoa is right, I'm not sure why I truncated the last settler production turn. Have to work an additional turn on T32 and that's where whip applies, creates 29 overflow. With one hammer on T33 into WB, completes WB on T34. So we settle on T35 under this option with netted clams.
I had that in the sandbox, should have just pasted the sheet here instead of writing it out. Thank you for pointing this out and double-checking my work, Serdoa.
T10 Pics (not much here):
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