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Zalson Plays One Turn At A Time (DEITY: Loss)

You'd be fine on Deity, shallow_thought. I've actually never played Immortal successfully before so I'd be interested in an SG if you'd be interested. Unfinished Business II: Boudica Strikes Back?

City 4 looks to be in the plains 3E of Athens (barring any other tiles with, you know, food). It can borrow the corn to grow and then work cottages when it's not growing. The wide strategy seems the best in light of the low happy cap.

Current tech path looks like:

Pottery > AH > BW > Monarchy
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Movements over the next turn:

Settler NE-NE
South Scout: 1SW to FPH (to the hut)
North Scout: NE>NE (to the hut)
SW Archer: Back to Athens
SE archer: SW to forest
E archer: 1NE
N archer: N

finish the corn farm. I think sparta will build work boat first.

I realize that I should have 2 workers per deity benefits. Lurkers, should I give myself another one? It definitely is a bummer that I missed that...
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(October 20th, 2017, 13:39)Zalson Wrote: I realize that I should have 2 workers per deity benefits. Lurkers, should I give myself another one? It definitely is a bummer that I missed that...

I'd say yes. The idea (which I love, BTW) is to replicate the Survivor setup, so you need the extra worker.

I'd love to find the time for an Immortal BTS SG, but I'm weeks, not days, late with MOO Imp 44 (deadline long since gone) and have just finished a minor row with my family about being interrupted on the 9th turn of my turnset in MOO OSG 31, so will not be jumping at that bait any time soon...
It may have looked easy, but that is because it was done correctly - Brian Moore
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The AI starts with 2 settlers, 1 worker, 2 scouts, and 4 archers on Deity difficulty. If that's the setup you want, then you should not add another worker.

Since I'm posting in the thread, I have to ask: why didn't you found the capital a tile south on the plains hill? You had vision of the 6 food grassland pigs down there before you settled. Surely that spot would have yielded a much stronger capital, right?
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Quote:Since I'm posting in the thread, I have to ask: why didn't you found the capital a tile south on the plains hill? You had vision of the 6 food grassland pigs down there before you settled. Surely that spot would have yielded a much stronger capital, right?

Oh yeah, it totally would have. I was going to move it but the AI doesn't move their starting settler, so I figured I shouldn't.

After that, all bets were off.

Thanks for confirming the unit counts. I verified it a couple times independently online then saw something else online that made me think twice.
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I was thinking I should do some simulating to figure out which would be better: mining or animal husbandry. But with only 1 worker (leading to 2), I’ll be able to go AH, then mining. I’ll have no shortage of things to do.

Also, animal husbandry allows me to more quickly get the 3rd city down by the pigs (right now). Also, I’m thinking the city 1N of the x to the west of Athens is a better spot for an early Moai

T4 was a yawn. I was going to switch off the worker, because I’d grow to size 2 sooner.

But the net result was that I’d end up growing to Size 3 and whole … 1 turn later.

So I switched back to the worker. And started creating a simulation.

Here are the demos. My gut feeling is that there’s a creative civ out there, based on that high GNP number.

[Image: t4-1.png]
"My ancestors came here on the Magna Carta!"

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I know you were all waiting with bated breath: it's about a wash.
"My ancestors came here on the Magna Carta!"

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T5
athens pops its borders. I kept it working the worker. Now due in 6t.

Found Sparta and start a workboat. The sailing pop means an instant trade route, which is awful nice.

The hut in the south gives me 28 gold which means I can dial science up a turn earlier than expected. Nice! It also reveals a fish in the second ring.

[Image: t5-1.png]

One of the things that is the most frustrating about AI survivor is their poor land management. Resources — especially food resources are neglected (RIP pigs south of cap).

But the nice thing about this set up is that I can found 2 immediate cities (fish W of cap and pigs S of cap) with first ring food bonuses. I’ll also waste no tiles which is nice!

This spot will be nice, come calendar:

[Image: t5-2.png]

T6
More nice land is to the east. A little more exploration is necessary to find the actual best city spot but the gold will be highly prioritized for the happy and the commerce.

[Image: t6-1.png]

Here’s an overview.

[Image: t6-2.png]
"My ancestors came here on the Magna Carta!"

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T7
A wolf commits suicide on our archer, giving him the name Wolfslayer. Celebrating his victory, he moves southwest, into the dessert. Wait. That can't be right.

I think I'm going to post some of my archers as fog busters to keep the deity barbs off my back. The northern jungle will be a PAIN until I can get IW.

Here are my fogbusting locations.

[Image: fb-n.png]

[Image: fb-e.png]

I think the formula is similar to a city's big fat cross, right? If so, that means that this should work for now, with warriors filling out the interior and allowing me to push out archers. I think the risky spots are E and NW so I'll need to push units out there.

Code:
bsssb
sssss
ssxss
sssss
bsssb

Finally, get 38 gold from the hut. That means I can research for the first 20 or so turns: enough time to get AH and Mining in addition to Pottery.
"My ancestors came here on the Magna Carta!"

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Interesting dotmap problem to get that gold and rice without leaving a gap (although land south of gold hill not yet defogged, of course).

If that tile just of north of the oasis is worthless desert,  I wonder if it's worth targetting that for city three and backfilling. Deity maintenance though, so noidea.

For fogbusting, isn't it better to put the troops on hills for better visibility? Or is that actually not relevant?
It may have looked easy, but that is because it was done correctly - Brian Moore
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