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

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[SPOILERS] Scooticator and Pindooter give a sporting try

In that case I guess the axe build showing at Tigers right now is 1 turn of production in case an emergency whip is needed.
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(November 8th, 2013, 14:57)Zed-F Wrote: In that case I guess the axe build showing at Tigers right now is 1 turn of production in case an emergency whip is needed.

Yep exactly. It'll swap back to the market next turn.
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I think you should totally have a Bears city sometime soon too.

[Image: 0bOHCuL.gif]
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Sorry Zed, didn't mean to dodge the question either!

[Image: pb13%20-%20turn114%20-%20orioles.jpg]

Right now Orioles is working a pair of specialists. It's at 80/200 GP points and it will hit 200 for our next great person in 15 turns. That's when we fire off the golden age and swap to Bureaucracy, Caste System, Organized Religion, and choose our religion (probably Hinduism unless Lewwyn can get Confucianism everywhere).

Unfortunately that means the city really isn't doing what it was supposed to be doing for us, which is making units. And you all know how paranoid I am about making units. scared Next turn we'll take the grass mine back from Bulldogs, but that's only for a few turns until the grass farm finishes, and then we'll swap back. So this city is really at 5hpt until it grows to size 10.

[Image: pb13%20-%20turn114%20-%20bulldogs.jpg]

We may want to give unit-building duties to Bulldogs for a short time. Since it's picked up the mines that Orioles quit working for it's specialists I think we can pop out a HA or two here. It may be smarter though to take advantage of it's poor food situation and just pump 5-turn workers for the near future. Scooter and I haven't talked about it much, but worker pump is probably the right idea here. Maybe just 1 HA first...

[Image: pb13%20-%20turn114%20-%20tigers.jpg]

Tigers is really straight-forward. Grow as big as we can and work as many cottages as we can. The market is really a poor city for us -- I mixed up that silk is the doubler for happy here and not spices -- so we may not even choose to finish that, and instead work a forge for +2 happy later on.

And here's the whole Southwest:

[Image: pb13%20-%20turn114%20-%20southwest.jpg]

Pirates will steal the rice for a while while it's own farms are being laid down. My plan for pirates is to help grow cottages for Bulldogs to eventually take over, farm the other tiles, and then when we hit Machinery (probably 15-20 turns from now) we'll start watermills everywhere we can and make this a production city. Considering they have to share food, I think a good guideline is that whichever one of Pirates or Bulldogs isn't working the food should be building workers or settlers.

Scooter, since I'm talking about cities, I was thinking about our capital. I was going to advocate swapping the wheat back to it immediately. It's about to be a beauro+academy capital and we want it as big as possible. The only issue is that we're going to butt up against the happy cap. Size 14 is easy enough to maintain: cancel one of our spice deals and hook up a dye, but to go higher we'll need to build either a market (+1 happy with our ivory) or a forge (+2 happy due to gold and gems). I suppose we'll have religion too, but if we swap to a wheat we'll get past size 14 well before we do our civic swap.
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Thanks for the overview. smile
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looking at the game for turn 115, doing just the obvious things, when I noticed this:

[Image: pb13%20-%20turn115%20-%20nakor%20asking%20for%20it.jpg]

If he doesn't want to be the target of zerkers then he will settle 2S of that axe. 1S is even acceptable. On that hill is a declaration of war.
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Pretty sure he's settling on that hill.
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If he does settle on the hill, and you do declare war, what would your objectives be?
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lurker request: could you post a big flying camera shot of your continent?
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Turn 115, Part 1

(November 9th, 2013, 14:41)NobleHelium Wrote: Pretty sure he's settling on that hill.

Yeah, I think it's likely too.

I dallied around with the turn and we have some tile assignment quandries. Turn not complete, just the brainless stuff

Out east we have a new city in Wolverines

[Image: pb13%20-%20turn115%20-%20out%20east.jpg]

The only issue is I don't want to give them the fish yet. And maybe not for a while if ever. If we give them the fish that delays the granary being whipped in Boilermakers and by extension building Moai in Boilermakers. Plus we want Boilermakers as large as possible with Moai so it can work all those 2/1/3 tiles. I think I want to move that galley with the worker and axe 4E, so it can drop the worker on a forest next turn and head back west. Then chop out the monument in Boilermakers (this will pop boders faster than waiting for our revolt to Caste by a few turns), chop out a granary and a lighthouse, and then let Wolverines work the Fish after Moai finishes in Boilermakers, in 10 turns.

Also concerning Moai - taking that worker away means we need another worker to chop the last forest -- the one that isn't pre-chopped. There are two workers I have my eye on: one on the mainland about to chop a forest into the capital's market, or by whipping one out of Valiants. I think I like whipping out of Valiants better - if we put two turns into a worker and then double whip we'll finish it at 80/60 and will speed up the galley by a turn as well. That also leaves the worker by the capital to head out with the settler that's going to settle the triple food spot in the northeast.

*Moai Alternative: we can get Moai a turn earlier (eot 123) by having the worker on the galley chop the plains forest in Boilermaker's BFC by turn 123. This would not leave enough time to do another chop ahead of that (so nothing for Wolverines), and it would also still need a third worker out of either Valiants or from the mainland.

Tile assignment quandry #2

[Image: pb13%20-%20turn115%20-%20out%20west.jpg]

A little more straightforward here - we grew to size 9 at Orioles and have a citizen working a bare plains tile. I thought I'd just steal the grass hill from Bulldogs for 2 turns until the farm finishes, but then I discovered that taking that tile away slows the settler down by a turn. We can get the turn back by working the forested plains hill for 2 turns. It also works out if we take the grass hill mine for only 1 turn. I think I favor working the riverside bare plains at Orioles for 1 turn and taking the grass hill tile next turn, letting Bulldogs work the grass hill mine this turn and a coast next turn, finishing the settler at 100h on the dot. Alternatively we take the grass hill mine this turn and Bulldogs works the forested plains hill for 2 turns.


Edit: I forgot the bit about the settler.

The settler finishes in 2 turns, and will get to the east coast on turn 119. If our galley (pictured in the first screen) moves to drop off the worker & axe on the plains forest by Wolverines this turn and then heads straight home, it will reach the east coast of the mainland midway through turn 119. So no dallying for our galley: head east this turn, drop off axe & worker next turn, and hten head straight to the capital. Then I would pick up the settler & a worker and head for the new spot. The second galley out of Valiants can follow with an axe/spear pair.

Edit #2: I also forgot about this

[Image: pb13%20-%20turn115%20-%20xtian.jpg]

Funny timing, that happening at 1AD
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