Posts: 1,683
Threads: 16
Joined: Feb 2012
Turn 47.
Start a lighthouse, why?
One turn in a worker was necessary to stun grow while building something useful. I need to stun grow for a turn to make the unhappiness go away by the time the city grows. Why not a settler? A worker will be better long term if I can land the GLH.
The lighthouse is useful for two things:
a)The extra food.
b)Necessary for the GLH
Overview picture.
June 10th, 2013, 19:35
(This post was last modified: June 10th, 2013, 19:36 by retep.)
Posts: 1,683
Threads: 16
Joined: Feb 2012
Turn 48.
I finish hunting and start masonry.
On the blue square there is a worker farming the wheat. The warrior is moving to fogbust.
On the pink? there is a worker making a camp.
Everything else is almost the same.
Posts: 1,683
Threads: 16
Joined: Feb 2012
Turn 49.
Whip a worker in MH overflow into the warrior for police duty.
The "bridge" hopefully connect me with someone.
Posts: 1,683
Threads: 16
Joined: Feb 2012
Turn 50.
Capital borders expand. The new worker moves to the rice.
MH after the whip, though now it doesn't look like, this city will do something awesome later.
June 10th, 2013, 20:03
(This post was last modified: June 10th, 2013, 20:04 by retep.)
Posts: 1,683
Threads: 16
Joined: Feb 2012
Turn 51.
Finish the farm on the wheat. When it grows next turn it will be use the farm and the wheat.
Finish the camp, raise the happy limit.
Worker again, why? well the lighthouse and masonry was going to finish at the same turn. I need that the lighthouse finish a turn later than masonry so I can whip and max overflow into the GLH.
Posts: 1,683
Threads: 16
Joined: Feb 2012
Now I have to go to eat i'll finish later, hopefully by then the turn will have roll and I get one more update.
Also I think that my not so good english and my report style is a bit confusing sometimes. I hope that the pictures plus what I explain can help people to understand what I'm doing. But if its to difficult to understand, people could ask me questions if they want so I can elaborate more. And of course gain more posts.
Posts: 18,064
Threads: 164
Joined: May 2011
So far, it's been pretty clear, looks very good here.
Posts: 4,686
Threads: 36
Joined: Feb 2013
I have a question. Seriously, why the cottage isn't riverside?
Posts: 1,683
Threads: 16
Joined: Feb 2012
(June 10th, 2013, 20:19)Commodore Wrote: So far, it's been pretty clear, looks very good here.
Thanks Commodore.
(June 11th, 2013, 02:57)Gavagai Wrote: I have a question. Seriously, why the cottage isn't riverside?
Well, two reasons:
1) I needed another tile that was at least food neutral to work most of the time so I can time the grows and whip of the cities right, as you can see I have used the cottage all the turns so far. The alternative would have been use a forest and trading 2 food for one hammer. Coastal wasn't an option because I needed the neutral food.
2) I haven't pointed out but at least 2 techs have finished with exact or close to exact beakers. Yes, I could have use coastal a couple of turns but I couldn't stun grow of the timing for everything else would be off.
June 11th, 2013, 04:44
(This post was last modified: June 11th, 2013, 04:45 by Gavagai.)
Posts: 4,686
Threads: 36
Joined: Feb 2013
Yes, but why you didn't put the cottage on the river?
Ah, I think I got it: you wanted to share it between your cities.
|