Ok, time for a quality update. I've definitely reached the point where my lack of micro skill + attention to (civ) detail has cost me, though I don't think things are all that bad.
Here's my empire:
I've chosen a fun Vegas naming theme. For now each city will be from a casino owned by a different corporation. I'm saving Caesar's palace for the Roman capital should I capture it
My cap Luxor is currently working a corn, gold, and cow tiles. The current plan is to finish the granary next turn, then switch to working 2x corns and the gold. Build a barracks until the city grows, then 2pop whip a settler. That plan has the settler appear in 8t, which is the exact turn the cap's borders expand I think that's clearly better than slow building the settler, even if the city winds up at size 2 (with granary food) versus size 3.
My second city Wynncore is working a copper and an unimproved floodplain. When the warrior under construction is finished next turn it will take its cows back from Luxor and start on a 6t worker.
The third city Venlazzo is really tricky. It's currently working a corn and set to grow in 2t. BUT Iron Working is due in 9t and the city only has 22h into an Obelisk. My plan:
T44 (current turn) - Food 12/22, hammers 22/30, working corn
T45 - Food 18/22, hammers 23/30, working grass forest
T46 - Food 20/22, hammers 25/30, working grass forest
T47 (pop2) - Food 0/24, hammers 27/30, working grass forest + grass hill forest
T48 - Monument complete
T53 - IW in
T58 - Borders pop
That's hardly ideal. :thumbsdow In hindsight I should have chopped a second forest for the city right away.
Speaking of hardly ideal, my tech situation is also gross. I get IW in 9t, which means fishing in 12t total. Yet I'm planting my fourth city, tentatively named Golden Nugget, in 8t. I guess it will be working gold at size 1 for a few turns...
Here's the worker plan:
Yes I should have used different color lines To translate...
*Worker 1 moves to the floodplan at Wynncore and farms it. That spot is really vulnerable to capture, so I don't have to put multiple workers there. This is 7t.
*Worker 2 cottages the tile Worker 1 is on now. Then moves to the grass hill next to my fourth city spot and roads. Then moves onto the gold tile. Road 1t and then mine. (12t total so far). Then either finish the road or move right into a forest to chop a workboat.
*Worker 3 cottages the tile he's on, then roads the grassland forest hill 1W of my cap, then moves back north and roads the gems tile. He will have one extra turn, so he'll probably put a turn of chopping into that grass forest hill he roads.
*Worker 4 will be done in 7t. He will either help mine the gold or help mine the gems.
Anyways, that's the plan. The biggest issues are 1) Golden Nugget will have to wait a bit to work the gold, then wait longer for the clams, 2) Venlazzo will have to wait several turns to work the gems (sort of a necessary evil though with jungle gems), and 3) Golden Nugget will be planted on a forest. Let me know if any of those items seem worth changing up the above for. Specifically I could not build cottages before planting Golden Nugget which would allow me to chop the forest the city will plant on, pre-road the forest to chop for the workboat, and have two workers immediately in position so the gold can be improved the turn after planting. Meanwhile the forest worker moves straight into the gems jungle and roads. Have I just talked myself into this?
Demos:
Looking pretty good. I won't pick up a whole lot more for the next half dozen turns, but that's because I'm putting myself in position to first pick up 3 great tiles in ~10t and also to have several cities with high happy caps moving onto lots of cottages right after that. One note is that one of the other top civs did some slaving. I didn't track it too closely, but food and power both went down, which suggests pop being whipped away.
I also picked up Rome's charts. GNP, production, and food aren't too interesting, but I'll put up the power:
Nothing to worry about yet. They can still choke me, but in the very short term it doesn't look like any big German-style invasions are coming. I'll have pindicator's charts in about 10t which will mean I can check power for everyone who has met me.
Finally, time for a big picture view:
So....this takes me about forever to make manually piecing together pictures in MSPaint. If there's a way to just stop the $&@! clouds from appearing when I zoom out I'd love to know it
Here's my empire:
I've chosen a fun Vegas naming theme. For now each city will be from a casino owned by a different corporation. I'm saving Caesar's palace for the Roman capital should I capture it
My cap Luxor is currently working a corn, gold, and cow tiles. The current plan is to finish the granary next turn, then switch to working 2x corns and the gold. Build a barracks until the city grows, then 2pop whip a settler. That plan has the settler appear in 8t, which is the exact turn the cap's borders expand I think that's clearly better than slow building the settler, even if the city winds up at size 2 (with granary food) versus size 3.
My second city Wynncore is working a copper and an unimproved floodplain. When the warrior under construction is finished next turn it will take its cows back from Luxor and start on a 6t worker.
The third city Venlazzo is really tricky. It's currently working a corn and set to grow in 2t. BUT Iron Working is due in 9t and the city only has 22h into an Obelisk. My plan:
T44 (current turn) - Food 12/22, hammers 22/30, working corn
T45 - Food 18/22, hammers 23/30, working grass forest
T46 - Food 20/22, hammers 25/30, working grass forest
T47 (pop2) - Food 0/24, hammers 27/30, working grass forest + grass hill forest
T48 - Monument complete
T53 - IW in
T58 - Borders pop
That's hardly ideal. :thumbsdow In hindsight I should have chopped a second forest for the city right away.
Speaking of hardly ideal, my tech situation is also gross. I get IW in 9t, which means fishing in 12t total. Yet I'm planting my fourth city, tentatively named Golden Nugget, in 8t. I guess it will be working gold at size 1 for a few turns...
Here's the worker plan:
Yes I should have used different color lines To translate...
*Worker 1 moves to the floodplan at Wynncore and farms it. That spot is really vulnerable to capture, so I don't have to put multiple workers there. This is 7t.
*Worker 2 cottages the tile Worker 1 is on now. Then moves to the grass hill next to my fourth city spot and roads. Then moves onto the gold tile. Road 1t and then mine. (12t total so far). Then either finish the road or move right into a forest to chop a workboat.
*Worker 3 cottages the tile he's on, then roads the grassland forest hill 1W of my cap, then moves back north and roads the gems tile. He will have one extra turn, so he'll probably put a turn of chopping into that grass forest hill he roads.
*Worker 4 will be done in 7t. He will either help mine the gold or help mine the gems.
Anyways, that's the plan. The biggest issues are 1) Golden Nugget will have to wait a bit to work the gold, then wait longer for the clams, 2) Venlazzo will have to wait several turns to work the gems (sort of a necessary evil though with jungle gems), and 3) Golden Nugget will be planted on a forest. Let me know if any of those items seem worth changing up the above for. Specifically I could not build cottages before planting Golden Nugget which would allow me to chop the forest the city will plant on, pre-road the forest to chop for the workboat, and have two workers immediately in position so the gold can be improved the turn after planting. Meanwhile the forest worker moves straight into the gems jungle and roads. Have I just talked myself into this?
Demos:
Looking pretty good. I won't pick up a whole lot more for the next half dozen turns, but that's because I'm putting myself in position to first pick up 3 great tiles in ~10t and also to have several cities with high happy caps moving onto lots of cottages right after that. One note is that one of the other top civs did some slaving. I didn't track it too closely, but food and power both went down, which suggests pop being whipped away.
I also picked up Rome's charts. GNP, production, and food aren't too interesting, but I'll put up the power:
Nothing to worry about yet. They can still choke me, but in the very short term it doesn't look like any big German-style invasions are coming. I'll have pindicator's charts in about 10t which will mean I can check power for everyone who has met me.
Finally, time for a big picture view:
So....this takes me about forever to make manually piecing together pictures in MSPaint. If there's a way to just stop the $&@! clouds from appearing when I zoom out I'd love to know it