January 16th, 2013, 07:17
Posts: 2,788
Threads: 10
Joined: Oct 2009
(January 16th, 2013, 06:03)novice Wrote: (January 16th, 2013, 05:56)Shoot the Moon Wrote: Sweet, those were my thoughts as well so sounds like we are on the same page. Might mean we need to slot in fishing earlier though as clams are first ring.
Aha. I guess that depends on which sheep/horse city we're talking about. 
I was thinking the next city would go sw of the sheep, claiming the second horse, but settling a city 2E of the sheep (northwest of the crabs) that shares Robin Hood's horses could work too. Not sure what works best.
That seems so far away at this point for the next city. Guess we should probably sim it out though. I can try to sim 2E of sheep later tonight most likely.
January 16th, 2013, 07:37
Posts: 13,563
Threads: 49
Joined: Oct 2009
SW of the sheep is just one tile farther from Robin Hood than 2E of the sheep.
I have to run.
January 16th, 2013, 07:54
Posts: 2,788
Threads: 10
Joined: Oct 2009
(January 16th, 2013, 07:37)novice Wrote: SW of the sheep is just one tile farther from Robin Hood than 2E of the sheep.
Yes, but in terms of where we need to send workers to improve things it is further than 2E. The road to 2E for example can go through Robin Hood's horses for instance, which we will want to road anyway, effectively making roading to that city only 1 road long as opposed to three. Guess we'll have to see how the sims play out.
Note for myself when I sim: I'm thinking micro wise it goes road corn, pasture horses, road horses, road 1S of horses, chop 1NE of the sheep (into WB), cottage that tile, and likely work cottage, clams, horses/maybe something else at size four (two pop whips from that) until the borders pop.
January 16th, 2013, 13:15
Posts: 13,563
Threads: 49
Joined: Oct 2009
We found a dry rice, mapmaker-protected from jungle spread by city ruins. (Unless I've missed some major international developments.)
As expected, Mackoti built the Stonehenge.
I have to run.
January 16th, 2013, 15:02
Posts: 13,563
Threads: 49
Joined: Oct 2009
January 16th, 2013, 17:42
(This post was last modified: January 16th, 2013, 17:46 by Shoot the Moon.)
Posts: 2,788
Threads: 10
Joined: Oct 2009
Here's a really quick run through of a save stack settling 2E of the sheep. End result is t45 7 workers with two settlers out (one sitting on the spot in the SW ready to found next turn and one just out of Cupid that could settle eastward).
Note that I messed up the research rates a couple times. Also, the exploring warrior movement was almost entirely random and should be ignored. The southern warrior needs to be back earlier than I brought it back, while in the east Cupid's warrior should explore east rather than north as I did.
https://dl.dropbox.com/u/9901026/Sim%20from%20t33.zip
January 17th, 2013, 02:26
Posts: 13,563
Threads: 49
Joined: Oct 2009
(January 16th, 2013, 17:42)Shoot the Moon Wrote: Here's a really quick run through of a save stack settling 2E of the sheep. End result is t45 7 workers with two settlers out (one sitting on the spot in the SW ready to found next turn and one just out of Cupid that could settle eastward).
Note that I messed up the research rates a couple times. Also, the exploring warrior movement was almost entirely random and should be ignored. The southern warrior needs to be back earlier than I brought it back, while in the east Cupid's warrior should explore east rather than north as I did.
https://dl.dropbox.com/u/9901026/Sim%20from%20t33.zip
Some comments looking through the first few and last few auto saves:
t33: We should work the rice in Cupid, to get growing sooner, and because WT is building a foodhammer unit.
t34: It should be enough to send one worker to pasture the cows, the other worker can go pasture WT's sheep. Cupid can keep the rice as long as we're not growing WT.
I also think it might be better to build a worker in WT instead of a settler - it can be whipped immediately since WT is temporarily out of improved tiles to work. Instead of going worker-worker in RH we can then go worker-overflow to settler-grow back to size 4-whip settler. (Or we can slowbuild the settler to completion at size 4 since it will have good tiles to work.) If we whip the settler at size 4 it will be available for settling the city 2E of sheep on the same turn as the settler from WT is in your sim.
As for the city 2E of sheep - I think it should work the horses for the first 4 turns of its existence, for 16 hammers and 8 food. Meanwhile, chop two forests for 26 hammers, together that should be enough for both a granary and then a work boat. Then work the netted crabs for two turns, growing to 16/14 food in the box and a full granary.
I have to run.
January 17th, 2013, 15:45
Posts: 13,563
Threads: 49
Joined: Oct 2009
Our warrior in the east spotted Mackoti's (or Seven's?) borders, and gave me a revelation about the map layout.
I have to run.
January 17th, 2013, 15:51
Posts: 13,563
Threads: 49
Joined: Oct 2009
No time for a detailed description of the micro, so here's a save before ending turn:
https://dl.dropbox.com/u/15215428/pbem47...dSwordSave
And this picture isn't the best illustration of the revelation, but the map appears to be 5 repeating vertical bands. The cultural borders, lakes and peaks give it away.
I have to run.
January 17th, 2013, 17:03
(This post was last modified: January 17th, 2013, 17:03 by Shoot the Moon.)
Posts: 2,788
Threads: 10
Joined: Oct 2009
If that's his capital, we're CLOSE. Very glad we have war chariots more or less already hooked up
|