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[SPOILERS] Gira under Pindicator's surveillance




T070

At last I decided to keep the lighthouse in Moscow instead making the granary.  Also I am making a village S of Moscow and I think to build next village in E-E Moscow.  It is not a water tile, I lose one coin but this tile can be shared by the two cities and this is good to raise the yield.  Also I am thinking about making a farm in the tile N of StPete instead a village.  This city will need food, as the sheeps will be used by city E, in 4 turns.

Also I must plan how many units to have on the ground and how many in cue.  Not to many in grown because the cost of them is very high.
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Don't worry, 4-5 turns is not that long at all for this. We'll come out ahead in the end and that's what matters. The only way I would consider not doing this is if you needed a technology in that 4-5 turn window and could not wait.

(October 23rd, 2020, 09:39)giraflorens Wrote: At last I decided to keep the lighthouse in Moscow instead making the granary. 

Sorry, but this is just wrong. I said earlier in the game that a granary is the most important building you can make. Think of it this way: the lighthouse gives you +2 food for the city for the two seafood tiles you are working. The granary gives you DOUBLE food (not exactly, but it's effectively what it does). I think a better use would be to grow on a granary until the specialist is done and you start working some non-bonus tiles (like the cottages you are building). Then when you get there swap to a settler, and 2-pop whip it when you would get the most overflow. Then put the overflow into the granary which should finish the granary and let you regrow quickly.

As for the village E-E of Moscow, I would only build that if St. Petersburg can work it. If St. Petersburg won't be working it then there's no point, you might as well just have Moscow get the better cottage by the river.
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(October 23rd, 2020, 11:14)pindicator Wrote: Don't worry, 4-5 turns is not that long at all for this.  We'll come out ahead in the end and that's what matters.  The only way I would consider not doing this is if you needed a technology in that 4-5 turn window and could not wait.

(October 23rd, 2020, 09:39)giraflorens Wrote: At last I decided to keep the lighthouse in Moscow instead making the granary. 

Sorry, but this is just wrong.  I said earlier in the game that a granary is the most important building you can make.  Think of it this way:  the lighthouse gives you +2 food for the city for the two seafood tiles you are working.  The granary gives you DOUBLE food (not exactly, but it's effectively what it does).  I think a better use would be to grow on a granary until the specialist is done and you start working some non-bonus tiles (like the cottages you are building).  Then when you get there swap to a settler, and 2-pop whip it when you would get the most overflow.  Then put the overflow into the granary which should finish the granary and let you regrow quickly.

As for the village E-E of Moscow, I would only build that if St. Petersburg can work it.  If St. Petersburg won't be working it then there's no point, you might as well just have Moscow get the better cottage by the river.

I see you point and this is what I been thinking...
I didn`t want using Moscow a lot for whipping, and to work villages tiles as much as possible.  I think this is a way to make profit of library and Academy.
The lighthouse in Moscow give us access to two tiles in the lake with 3F and 2coins. But you are right making the granary first will give us a better growth after 10 turns aprox. I can make the granary and whip it (1) when growth to 5 and after putting the lighthouse and whip it (1) also when grows to 5. In this way we can work the cottage all the time.

Also, I want to make the next settler (city F) in Nogodorov. It can be ready in T79 after 2 whip.  That city is really incredible growing with the granary.

About the village E-E Moscow I think it can be a good shared tile that can be updated fast.  But if we work the sheep by City E, St Pete will need food (only have the Fish tile).  I was doubting about making a farm in N-St Pete.  But also, making a lighthouse gives us a lake tile with 3F.
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(October 23rd, 2020, 15:32)giraflorens Wrote: .
I didn`t want using Moscow a lot for whipping, and to work villages tiles as much as possible.  I think this is a way to make profit of library and Academy.

Yeah, later on that is right. But while we are still in the early game we want to get our stuff expanding as much as possible so our neighbors don't get land for free that we should get. So while our workers are improving tiles and making cottages I think it's a good time to get that granary out and whip some important things.

Quote:The lighthouse in Moscow give us access to two tiles in the lake with 3F and 2coins. But you are right making the granary first will give us a better growth after 10 turns aprox. I can make the granary and whip it (1) when growth to 5 and after putting the lighthouse and whip it (1) also when grows to 5. In this way we can work the cottage all the time.
I think our growth in the capital is good enough that I would rather 2-pop whip the granary but do it when it is as close to 29/60 as possible. Because what is the limiation of the whip button? It's food and anger. Right now our capital has a lot of food. So that means we are limited by the whip anger. We can get around that a little with more luxuries, but we really don't have that many. I think it's better to use that extra food by making 2-pop whips and then overflowing as much as possible into things that are not as easy to whip.

Quote:Also, I want to make the next settler (city F) in Nogodorov. It can be ready in T79 after 2 whip.  That city is really incredible growing with the granary.

About the village E-E Moscow I think it can be a good shared tile that can be updated fast.  But if we work the sheep by City E, St Pete will need food (only have the Fish tile).  I was doubting about making a farm in N-St Pete.  But also, making a lighthouse gives us a lake tile with 3F.

I think we get better returns by maknig more cities right now. We still have that western spot by the silk to settle (i don't think I would settle on top of the silk any more, now that we're fighting Mjmd for resources). And we have a couple spots to the east. Maybe something in the ice to the south? But eventually a lighthouse will be good.
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T071

The boat uncovers to the east and reveals cities of Mjmd.  He is taking all the west resources.   We need a galley and explore the north west continent.  A settler is going to City E, in two tuns it will be founded.
Also a warrior is exploring to the south (see pic below).  I should make a plan of cities, because we have 2 more to settle (which makes 6) and with the west city that would be 7. let's see that that boat show us, but the west city (over the silk) is going to be very contested by Mjmd.  But it can be very interesting for sharing villages with the capital.


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2S of the silver looks like the best spot to get the western silver. Hopefully our warrior finds more down there.

If you wanted to, you could try to get a galley out quick and burn his coastal cities. There's no guarantee it will be a peaceful border if you don't, but fighting by sea is usually tougher. So that's more of a choice of how you want to play.
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You can click on the names in the top left box of the graph to add and remove lines to differentiate who is who.
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Yeah, I am a builder more too but had to learn to war better so I could build safely. I would make sure you still build units until you're at least in the average just to make sure you're not seen as the tempting target.

I also like F better. Then you can put a filler spot in 3W of F later that will be able to work 3 lake tiles.
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(October 25th, 2020, 10:17)NobleHelium Wrote: You can click on the names in the top left box of the graph to add and remove lines to differentiate who is who.

Yes, I didn´t think about it. That can be a good way. Thanks.
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