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All right on the land grab!!! I just got back from a day in Corvallis with my dad (the Beavers finally won a football game!), but that is awesome to hear we are pushing along so well here.
I don't think that a city north of Stay Hungry would go over well with mackoti - but if we're looking for a seaport on the northern coast, what about the coast north of Hercules? It isn't a great location so maybe that's not a great idea. Ideally our north coast city would be 1 tile south of Polynesian... Maybe we can settle a city 3E of the capital and get a quick galley out of there? It will take 7 or 8 turns (eye balling your screenshot) to get north.
I'll peek at the save later tonight but it is definitely a win to accomplish our early game goals!
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Got the next turn. Nospace put the scout under our Impi, but I wasn't sure if he had been "warned" yet or not, so I further screwed things up by moving onto the forested hill to the NE. If he goes SW-SW he will be away from our Impi... but he will also be stuck and we can round him up.
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pindicator Wrote:Got the next turn. Nospace put the scout under our Impi, but I wasn't sure if he had been "warned" yet or not, so I further screwed things up by moving onto the forested hill to the NE. If he goes SW-SW he will be away from our Impi... but he will also be stuck and we can round him up.
That's probably fine. If he moves towards us again we should attack, though.
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Actually, now that I look at it, you should have attacked them this turn. next turn they can move to the coast, which might be enough to give them the circumnav bonus.
October 10th, 2011, 11:38
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Yeah, that was a big  on my part. Opporation "Hunt Down That F*#&-in Scout" is back on track, and unless NoSpace declares on us and runs through our borders he will be dead next turn. We will have to attack across a river, but that was the only place I could go to keep him corralled.
So, just to show off our land grab a little more
We have 50% more tiles than our nearest competitor. The drawback is that we are creeping towards Iron Working. We need to prioritize cottages otherwise we won't see Calendar before the ADs.
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October 10th, 2011, 15:47
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We're actually up to 8.18% after Stay Hungry pops its borders
October 10th, 2011, 18:11
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Hmm, micro is getting complicated now. I used the new worker in Hercules to move onto a forest for chopping, while the city grows and builds an impi. Then it can make a settler really fast, with a whip and a chop.
The farm is done for Stay Hungry, and we're about 5 turns away from iron working. I think we should leave the farm for now, and use that worker to camp the ivory.
I've got the capital growing and building a granary. I think we should go ahead and grow it up to size 6 so it can work all the river tiles. We might need to move one of our warriors back in there.
Long Goodbye finished a worker. We can send that worker up to finish the farm near the capital, then finish a cottage after that. Long Goodbye I think should build a settler next, with the worker by HappyAnniv coming back to chop. Also, both cities can whip.
I decided not to attack their scout. Seems pointless now since they've already seen everything, and I wanted to move it up to HappyAnniv quickly.
October 10th, 2011, 21:12
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I don't understand what Yuri's team is doing. They still only have two cities. I know they built the Oracle, but for an Industrious leader like them that only costs as much as one settler. Are they building another Wonder? Or maybe they stopped to make forges. Nothing really makes sense though.
October 10th, 2011, 21:35
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Especially on a map as cramped as this one - whoever their neighbors are (probably NoSpace and Fierce, by order of contacting people) shouldn't have trouble expanding in their direction. Maybe they're letting Ind get to their heads and are just wonder-whoring? I hope not.
Before we grow the capital any much larger, let's get another worker out of it. We're growing onto unimproved tiles and we have no workers nearby to get them improved. Maybe even 2 workers. Next turn we'll have 4 workers for 5 towns - I'd like to get up to 7 or 8 workers - all our towns are growing and two of them have a lot of jungle to clear.
Agree about camping that elephant up north - if only because that will take up 4 turns, then it will move onto the pigs, IW finishes the next turn and they can begin pasturing. Or here's another idea - we can move him onto one of the forested hills by Hercules and chop out a worker in Hercules after its Impi finishes.
In the south how bout one worker mines the plains hill then moves onto the pig and roads the pig while waiting for IW to come in. The other worker moves back to the capital and begins cottaging flood plains.
I like Long Goodbye turning into a unit pump - how about we have it finish its worker, granary, then ikhanda and military after.
What do you want to do with that impi out of Hercules? How about we send him up north to poke about mackoti's borders and see what we can see.
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October 11th, 2011, 21:16
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Sorry I missed your post yesterday.
Anyway, first of all, we're teching much faster than I thought we would. We can actually finish iron working next turn! So we'll have to adjust our micro plans accordingly. Maybe the worker that's camping the ivory should move up onto the pigs, instead?
I put Long Goodbye on a settler. I'd like to settle it on top of that stone. HappyAnniv already has plenty of food, with crabs, sugar, and eventually bananas, so we can give the pigs to the new city there. And it'll basically secure that eastern island for us.
Here's the situation in the north right now. I'm still tempted to try and settle on the grass hill up there, by the northern island. The capital can build units to defend it, while Hercules builds the settler. Or vice versa. Right now Mackoti's power is very low, but he might settle there soon. What do you think?
In the south, we could be really evil if we felt like it. Fierce's capital is directly southwest of us. We could move chariots down there, and hit it before he has a chance to move in defenders.
...Probably not a good idea though.
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