Is that character a variant? (I just love getting asked that in channel.) - Charis

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[Spoiler PB62] Vanrober in a new chapter learning from Miguelito

Turn 43-44

Demos look really nice right now.

   

Sadly as you might already know, we miss already 2 nice guys.

   

And then the questions begins xD. Im unsure how to make the granary whips worth. I ve heard a bit about half food bar, but im not sure if that or OF or how, so the thing is, i want to 2 whip the granary in the capitol and in Helium, in the capitol we could whip it already, or wait one more turn to perfect overflow. In the second city kind of the same. We could whip it already but it would be a bit out of OF and half bar i think, so im not really sure which would be the better play in this sense.

   

Also, what do you think? bettercottage the FP hill or mine it? I lean to mine since i love hammers, but i could totally see the sense of the cottage there, its kind of the only tile with 2 food on, so we should really think about it. The rest of the tiles will need food to be worked, which means we will be fuked to grow that city.

The archer apeared in the south of the capitol but im not scared there, since there is not improvements and we have an axe on top of the city (for MP)

Also, would we want to OF a worker into a granary finishing the granary while growing back in helium?
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The capital granary should definitely be whipped this turn, if we want to whip at all. I think next turn you could put 40+ hammers into three next settler so he could be whipped for 2 pop afterwards.

The idea in general is to have the food bar only half full at the end of the turn you finish the granary. There is a caveat, in that the amount of food that is over half the bar can be stored in the granary if you grow the city with food overflow. Does that make sense? Else I'll try to explain when I'm on a keyboard.

... that is, unless you want to switch the cap to a worker and whip that. We sort of really need some happy, don't we? And I think we're feeling the increased worker cost from all the tundra, ice and desert.

I'm also in favour of a mine on the FP hill. Long term I want a windmill there, and it hurts to pave over a village wink. Also Lithium clearly is a hammer city, even if it can grow since plains cottages for the capital early on.

Yes to worker into granary in Helium.


GG Bing and Fabled, hopefully this hasn't been too frustrating. This map is brutal, and sadly many like to pretty their luck attacking a newbie, such that newbies g going down becomes a bit of a self fulfilling prophecy frown
Better luck next time, hopefully on a spacier map.
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I thought we did want to whip the granary, why wouldnt we? i mean, i thought the efficiency of the early game was due to that. I think it would be more efficient to get another worker after the granary instead of a new settler?

I think getting some more workers before settlers is needed right now. We need the 3 happy we have and we are working several unimproved tiles which doesnt sound good to me, next city will need to be roaded somehow so the worker labour will be important, we might make 2 settlers after those workers while some MP in Lithium? i think thats the play
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The granary is very efficient yes, if the city can whip. And I think in this case it's ok; it will still be able to sustain size 4 after the whip. I still thought I would bring up the option of rushing a worker first.

If you put the OF into a worker you can only 1pop whip him afterwards, so effectively you have to finish him regularly, which feels pretty wrong (remember after a granary 1f>2h for whipped, but that advantage is lossy if you convert food to hammers while building a worker. Basically in a high food city you want to whip settlers and workers as soon as possible).

Putting the OF into the settler has the settler ready to be whipped after growing back to 4, spending only 1 turn wasting food on him.
You could also put the OF into the settler, grow to 4, whip a worker, grow to 4 again and whip the settler.
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Im sorry long day, i couldnt finally whip in the last turn so i whiped this turn, we will lose 4 food, for 5 hammers of, if i did math correctly, which is probably unlikely to happen. 

I started the worker in Helium that will be 2 whiped next turn and then i will spend a turn in the granary and then another in the spear so that we dont lose hammers.

Ill try to get 2 whiped the settlers then asap, instead of making OF as i was doing before.
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We are falling behind, still on 3 cities and it will be so for a good while, the rest of the people is in 4 cities.

Mjmd took the hill with 2 happy and 2 food second ring, i think the play is settling next in the 5 spot, the desert one, so we can grab the sheep for us and start working some floodplains asap. There is no huge city from now on, and roading towards the south for that juicy plains floodplains will take ages... Im even thinking about slowbuilding the settler on the capitol right now to speed up a bit the next city, but ofc im not sure.

   

Demos are a bit worse we are just ahead in gnp, since we whiped 2 of the 3 cities this turn. Civac found us. Also with 4 cities. I started putting EPs on him, we already have the graphs of Nau.

Also, Mjmd feels like we are able to fight Nau somehow, we are far since there is no cities in between us yet, we will see how things look like in a bit, but it seems to me that if there is a war it will be with mjmd.

   
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That's a strong plant by Mjmd, and unfortunate for us. Sucks to not get ivory.
Maybe move "5" one tile to the east, onto the plains? A border city on flatland is bad, besides a hill is worse. He wool not like either of those, but we need one of them.
Btw he can't really hold that sheep even against Helium's culture once we build a library there. So maybe your 5 dot is less aggressive.

How does slow building the settler speed up anything? It sounds like a really bad option tbh, right after whipping a granary.

I see at least two really nice cities in the south waiting for us yet, but you're right that they're labour intensive and we probably should settle the border with Mjmd first.

If there's tension between Mjmd and nauf that's something at least, but I doubt see either how we would contribute.
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i dotn see them as good as you, those south ones have 2 or 3 good tiles and then all tundra which we wont be able to use much.

I liked the 5 spot so that we can cottage the FP instead of making farms on them. Mayeb we can farm one and then cottage it to boost a bit more the early. But yeah, i wish we could have got the desert hill.

Yeah 2 whipign the settler its better but we already have several unhappiness for whiping, so im not sure if we can keep whiping or not. Camping the tundra fur will take ages too
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The cap should still be happy at size 4 with the penalty from the first whip wearing off, which is more than sufficient.
But yeah, we have a rough corner of the map and need lots of workers.

The city SW of the ice oasis has 4 excellent to very good tiles, and a few more good to ok ones. For this map I feel that's pretty awesome.
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I logged in, and left some signs for your entertainment.

I don't quite agree with sending the Helium worker to the hrose. Helium already has 3 good tiles and is at size 2, and probalby will run at least one other 4->2 whip cycle (or do you want to grow to 5? I think we can't even without more happy). I think that worker and the new one from Helium probably should team up to connect the furs and road to the south. Plan the southern road such that only one worker steps on each unroaded forest. There is a roaded riverside grassland that can be cottaged on the way or when a worker has to wait.
Also we barely have been chopping, and I get why, but also that might be more effective than improving a tile that we'll hardly work in the short term.
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