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[SPOILERS]A new adventure of Vanrober always guided by chumchu

(November 27th, 2020, 09:14)chumchu Wrote: Generally I agree but we also need worker labor at the moment, we want to have more workers than cities for efficiency. Ideally we want to settle a new city with a road already built to get trade routes going and workers ready to improve the new resources. Rushing to settle new cities before that strains the economy. Improving sheep and cow seems like important priorities.

We could also do a mix of both plan where we improve both sheep and cow now and only chop after they are finished. That gives us more turns with improved tiles but delays the chop.

I was just wanting to make that pinkdot asap. Thats why i thought to make the chop ito the settler, but you are right it might not be worth if we have no roads, nor pastures...
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Turn 31

Noble and Mjmd did second city on turn 30.

So i think you were right and i did the plan 1.

Here is how our city is going

   

Here is demos and graphs, we are falling since people has already 2 cities, and we are loosing that advantage. I still feel we are in a good position

       
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Okay then! Let's go city 3. Also that site is 5 tiles from our cap and closer to us than him so it is not technically a pink dot as I see it.

About the chop: we can either shave off 2 turns on the worker or 1 turns on the settler if I count correctly. In the latter case we get a large overflow after the settler into the next build. That could be a worker or a warrior/scout.

Exciting to see where horses are. My guess is to the west.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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(November 28th, 2020, 12:13)chumchu Wrote: Okay then! Let's go city 3. Also that site is 5 tiles from our cap and closer to us than him so it is not technically a pink dot as I see it.

About the chop: we can either shave off 2 turns on the worker or 1 turns on the settler if I count correctly. In the latter case we get a large overflow after the settler into the next build. That could be a worker or a warrior/scout.

Exciting to see where horses are. My guess is to the west.

Its true that spot is closer to us, but i meant that he has a good spot closer than this one of us that could make us unable to pick that spot. It was in that sense the Pinkdot name.

Its true its 1 turn saving the settler, that is the thing i was not sure about, if it was worth to save 1 turn a grant a good OF or get sooner the worker
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turn 32

Amica and civad did second city this turn, amica end a techa nd growed. Gira, Lazteuq and Ruff ended tech aswell.

Horses revealed, City A seems nicer, maybe 4th or 5th

   

   

Ruff has also horses there, it might be a better city on the forest.

   
Demos and graphs

       
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Turn 33

Cairo end a tech and Mjmd growed.

Ruff is making warriors instead of the settler so its working the strategy, hopefully we will make it.

   

Demos and graphs

       
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Turn 34

Noble, Mjmd and civad ended tech on turn 34 and Amica growed pop.

Just choped the woods and worker will be out in 2 turns. The settler in 3 turns and wheel will take 3 turns too. What to do with this worker now? mine that? go to the sheep? keep chopping?

   

Demos and graphs

       

I think we should not stop making settlers, we need as much land as possible as soon as possible since we are imp. So i guess warrior settler on capitol sounds good to me. The second city could go warrior worker.
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Turns are flying by fast now.

Looks from the graph like Ruff is getting some warriors out. We are way above Ruff and mjmd in foodhammers which is a good sign and only slighly below in gdp.

I would move the worker 1 NE to keep chopping. After that is done it can either road or move to improve city 3.

I think the next big question is how to get some military out. It is 16 turns till we get copper naturally from border pop. Do we:
1) Take the risk and wait for it?
+ Best for our eco
- Seems risky with Ruff building some military and about to have a close border

2) Settle a 4:th city to get copper faster. I think city F is best here.
+ We will want to do that soonish anyway. We want copper and an eastern city.
- It takes time to build settler and worker, road to copper and improve the tile. I'm not sure how many turns we gain on plan 1.

3) Take the economic delay to tech archery to get an archer in city 3.
+ Our most efficient city defenders. Extremely harder to take out in a hill city this early. 1% for a chariot, 10% for an axe. Can be built without a resource so can be started early.
- We can till be choked by axes.
- Delays agriculture, fishing, sailing, masonry, pottery etc.

I favor plan 3 as it seems less risky. We seem to be doing well compared to our neighbors so avoid risk looks like a good bet to me. What do you think?

Also, how do you see the tech path and order of cities until turn 50?
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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(November 30th, 2020, 03:43)chumchu Wrote: Turns are flying by fast now.

Looks from the graph like Ruff is getting some warriors out. We are way above Ruff and mjmd in foodhammers which is a good sign and only slighly below in gdp.

I would move the worker 1 NE to keep chopping. After that is done it can either road or move to improve city 3.

I think the next big question is how to get some military out. It is 16 turns till we get copper naturally from border pop. Do we:
1) Take the risk and wait for it?
+ Best for our eco
- Seems risky with Ruff building some military and about to have a close border

2) Settle a 4:th city to get copper faster. I think city F is best here.
+ We will want to do that soonish anyway. We want copper and an eastern city.
- It takes time to build settler and worker, road to copper and improve the tile. I'm not sure how many turns we gain on plan 1.

3) Take the economic delay to tech archery to get an archer in city 3.
+ Our most efficient city defenders. Extremely harder to take out in a hill city this early. 1% for a chariot, 10% for an axe. Can be built without a resource so can be started early.
- We can till be choked by axes.
- Delays agriculture, fishing, sailing, masonry, pottery etc.

I favor plan 3 as it seems less risky. We seem to be doing well compared to our neighbors so avoid risk looks like a good bet to me. What do you think?

Also, how do you see the tech path and order of cities until turn 50?
I planned to sim this afternoon to see the timings.
Im not really worried by them. Ruff is making warriors because we are forcing him to do it since we have 2 warriors over his culture, to slow his second city. But they are just warriors and we should be fine. Im not really seeing much risk for now so i thought to keep in the economic path. Next agriculture for city 3 and then maybe archery if we feel something could go wrong.
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But i wont be sure until i dont sim a bit here.

Also, what would we chop with that forest? Another settler?
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OK then.

A lot of roading, chopping and improving city 3 is needed of the 2 workers in the northern area. A fourth worker so that there are 2 near the capital to chop, road to and improve the next city is my suggestion. I would suggest that you try to maintain a ratio of more workers than cities. If we get too many cities out too quickly without being able to improve them and road to them will tank our economy.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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