For a forum that prides itself on trying new things, for the love of all that is novel and interesting, please can we have a new QotM? - Krill

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[Spoilers] Freddy is an Old Giza

Turn 7

Clams! Just out of range of a city to share the sheep (unless I don't want to hook the clam...) Still don't know where city two will go. frown


I think 2Metra and Gavagai both got Mining this turn, but that means they've got one extra beaker a turn than me. frown
dancing
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Best Sci-Fi is Red Dwarf nod
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
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In the absence of a two-food-first-ring site, wouldn't it be best to beeline for the pigs, as the highest-food-yield tile available? 1N or 1NW thereof?
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(November 15th, 2015, 06:22)Krill Wrote: Best Sci-Fi is Red Dwarf nod

Only if seasons 7+ never happened. banghead

(November 15th, 2015, 14:03)TheHumanHydra Wrote: In the absence of a two-food-first-ring site, wouldn't it be best to beeline for the pigs, as the highest-food-yield tile available? 1N or 1NW thereof?

Possibly, but it makes the rest of the dotmap more tricky and it's a slow starter. I'll try it out to see how it feels, but I'm wondering about settling the coastal city, working the sheep, chopping an obelisk to pop borders for wheat and fish, then get a city on the stone and another south of the pig somewhere.

Question is do I want that tight a dotmap? Assuming low happy cap and with PHI pushing toward specialists think I do. And could the pig city use stone and maths to chop the mids? contemplate I'm not normally wonder-inclined but rep would be great for happy cap and specialists.

Edit: but of course tech costs trip me up, I won't have fishing or mysticism when setting city 2.
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I tried out your suggestion and mine, very roughly to get an idea of tech constraints and labour, etc.

Your suggestion completes the Pyramids t75 with only three cities (could be more as we have too much worker labour), with one library ready to start running scientists and five workers.


Mine was a couple of turns slower (getting Myst delayed Maths by a turn and there was an extra forest to cut) but has five cities, an Obelisk and two libraries in place and four workers.


I'm sure I can optimise both by about five turns, but feel free to try and beat me (and to do a better job of your suggestion). Next turn we might discover something east of the peak which would change our settling options, but this sandbox is otherwise up to date.

Edit: A maths-bulb might speed up things a bit. contemplate
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Turn 10

Woot! Dry corn and marble. A city where the scout is or 1S would be great. I wonder if everyone has stone and marble? Should assume they do. I *think* this is a peninsula, so expanding this way initially might not be the best idea, but if the city gets up and running fast then it probably is... So it might be best to ignore that sandboxing in the previous post. rolleye


Stone and marble make me think of wonders. I'll aim for Pyramids and The Great Library as they'll help PHI out. I was wondering about trying for failgold from Stonehenge to get Maths quicker and thus the Pyramids quicker. Oracle, Colossus and The Great Lighthouse aren't on my tech path, so I assume someone else will get them. Hanging Gardens won't be a good fit for a long time. Edit: and if I land the 'mids then the Parthenon becomes pretty shiny.
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I started playing with simming for the corn site, but it's a looong sim and thus has many decision-points, so it's going to take me a bit to get a handle on it. Can you tell me what your city-settlement turns are for your five-city sim so I can see what reasonable expansion dates are?
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Turn 11

It's not a peninsula after all, so if it's the best first city we should grab it. Wanna let your dotmapping skills loose?



The first four cities in my sim were on these dates, not sure when the fifth was:
c1 t0
c2 t36
c3 t50
c4 t64
This is a save stack if you want to see what I did. I want to check if going for the corn site first is good enough to catch this run up with an extra city...
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I made a first pass at settling corn, then coast, then stone, then pigs and the dates were
c1 t0
c2 t36
c3 t50
c4 t62
c5 t72
That can probably be improved a bit, but it's not obviously better and doesn't support the pyramids attempt very well as the extra cities slow the tech rate and we get maths later...

Anyway, we'll see where horses are in a couple of turns (maybe tomorrow...) and I think that'll help inform the dotmap a bit more. I like this one best so far and both my proper sandbox runs have used it:


This one has merits too, I need to try it to see if the pigs city develops quicker:


And this one is in case we decide we need a couple of extra cities in the same space and we don't mind if some cities don't have food.

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Thanks. My brain is only calibrated for Quick speed games, so I needed benchmarks. crazyeye

Regarding dotmaps, I think the original one - modified for the corn site - is best anyway, so I don't really have anything else to suggest. I'm surprised the corn city isn't producing a better result; I'll have to run through it again to see if can find anything that can be done differently.
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