turn 3:

All in all not too exciting
.
So, either Dire Surroundings is a theme in this map, or there is something nice waiting for us in the north, or we just got the short straw and everybody else gets wet corn for their second cities.
My thoughts on blue dot: Short term similar to the capital, a few mines, some food, some forests. Doesn't really synergise with the cap besides splitting the sheep, as the other shared tiles are low priority. Two flatland roads needed, that's good, and the first one can be built while our worker waits for AH to finish.
Mid-term it can work six green riverside cottages and has some hammers when needed, which is ok I guess (or would you argue for farms, or watermills?). Long term it doesn't get a lot further than that.
Somewhat underwhelming 2nd city, but workable.
I locked in Hunting, because we will not uncover a grains resource next turn, and it's probable that blue dot will be the second city.
So, good news for our scout, who will likely live a couple dozen turns more
Hunting > AH > Mining > BW > Agri > Pottery > Meditation/Polytheism* > Priesthood > Writing > CoL if we lose out on Oracle
--- might have to fit in Fishing somewhere, or change Agri for it, if there are no grains at all
*any strong opinion which one? Meditation is cheaper, and we are in a race, but we will also want OR rather soon if we get the religion.
your thoughts on the dots, or would you prefer to wait for more scouting?

All in all not too exciting
.So, either Dire Surroundings is a theme in this map, or there is something nice waiting for us in the north, or we just got the short straw and everybody else gets wet corn for their second cities.
My thoughts on blue dot: Short term similar to the capital, a few mines, some food, some forests. Doesn't really synergise with the cap besides splitting the sheep, as the other shared tiles are low priority. Two flatland roads needed, that's good, and the first one can be built while our worker waits for AH to finish.
Mid-term it can work six green riverside cottages and has some hammers when needed, which is ok I guess (or would you argue for farms, or watermills?). Long term it doesn't get a lot further than that.
Somewhat underwhelming 2nd city, but workable.
I locked in Hunting, because we will not uncover a grains resource next turn, and it's probable that blue dot will be the second city.
So, good news for our scout, who will likely live a couple dozen turns more

(September 2nd, 2020, 15:39)Rusten Wrote: If anything I think you're pursuing the guilds beeline *too* decidedly. It's more important to get there with a big and healthy war machine than to get there a few turns earlier. IMO anyway. There's no preparing for cataphracts if we have a nice empire. Someone will be food.after considering your post before, I agree. We have to make sure that we're robust while going for guilds (and when finishing the beeline, as you say here), because if we're light on military or foodhammers it's likely someone calls that. And of course it's also true that we will need the capacity to actually get out those cataphracts. I was in any case going to expand as much as possible, but try for earlier cottages. That runs the risk of turning into a farmer's gambit, and I will try to keep foodhammers in mind).
(September 2nd, 2020, 15:39)Rusten Wrote: I'm not saying skip the cottages, but I'd rather make an extra 10 cottages some turns later from having more cities than to lay them down early at the cost of expansion. You were talking in terms of hunting (tech) slowing down our cottage turns, and I don't really see that as a thing. It might slow down our granary timing, but the cottages come after that. We also need happiness to run cottages, and the best way to get that is expansion and religion. Confucianism will provide 2 happy for 2 more cottages per city.We will now have granaries delayed by the turns it costs to research Agri, but if these turns can get us another worker to chop them out that can make up for it maybe.
(September 2nd, 2020, 15:39)Rusten Wrote: I think we'd absolutely want CoL anyway. Caste is a godsend for spiritual leaders, we need it for GPP and it can also helps pop borders at times. Naufragar is a threat, but he's also notoriously indecisive and cautious, so I wouldn't be surprised if he plays a more "normal" opening and then eventually builds The Great Lighthouse. He first-picked Spain so he's likely coastal.I also think naufragar is coastal, but that might also mean that the pick is meant to secure Oracle/Colossus. But we can try and see how far we can get. So, we would go
Hunting > AH > Mining > BW > Agri > Pottery > Meditation/Polytheism* > Priesthood > Writing > CoL if we lose out on Oracle
--- might have to fit in Fishing somewhere, or change Agri for it, if there are no grains at all
*any strong opinion which one? Meditation is cheaper, and we are in a race, but we will also want OR rather soon if we get the religion.
(September 2nd, 2020, 15:41)Rusten Wrote: On the new turn: That's a lot of forests for our Oracle.
your thoughts on the dots, or would you prefer to wait for more scouting?





