January 15th, 2013, 12:41
(This post was last modified: January 15th, 2013, 12:49 by Twinkletoes89.)
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I'm totally unobservant...
Here's the situation after scout move.
I think settler moving NW is probably the best move now
"You want to take my city of Troll%ng? Go ahead and try."
January 15th, 2013, 12:49
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Result!
"You want to take my city of Troll%ng? Go ahead and try."
January 15th, 2013, 12:54
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Thinking about it, this could be a pretty monstrous capital in some ways.
I am guessing that I can build a lighthouse which means that all the lake tiles become 3f, 2c which is eminently useful, I will also then have 2 5f,2c crabs along with grassland hill pig for a rather large food surplus.
Add to that 5 grassland hill tiles for some decent production and 4 cottageable grasslands and 2 plains I could cottage and it isn't half bad.
Only downside really is lack of forests.
"You want to take my city of Troll%ng? Go ahead and try."
January 15th, 2013, 12:55
(This post was last modified: January 15th, 2013, 12:56 by Bigger.)
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sorry, my fcking internet is cutting in and out once again.
that site is annoying. picks up 4 lake tiles that can't be lighthoused, which isn't a big deal i guess but a peev of mine. more importantly, the capital can't build a workboat that will reach the crabs, so you're going to have to wait until you get that another coastal city to net them. also since you can't build a lighthouse, the crabs will always be a 4-0-2 tile.
its ok. you can build 1 riverside cottage on grass, 1 on plains. you only have 5 food excess post nets if you don't build a farm, with a lot of hills, so either you build farms instead of cottages or you never really get that big. (or work the lake tiles for commerce, i guess).
its a tough call really. if you want to settle turn 0 i think you have to take that spot, and make building the pyramids a top priority. (then your capital could be hammer heavy to pump out workers and settlers and build the pyramids, and can farms and specialists afterwards).
or you can move the settler SW and hope for something yummy to the south. I like settling in place least.
Please don't go. The drones need you. They look up to you.
January 15th, 2013, 13:29
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(January 15th, 2013, 12:55)Bigger Wrote: sorry, my fcking internet is cutting in and out once again.
that site is annoying. picks up 4 lake tiles that can't be lighthoused, which isn't a big deal i guess but a peev of mine. more importantly, the capital can't build a workboat that will reach the crabs, so you're going to have to wait until you get that another coastal city to net them. also since you can't build a lighthouse, the crabs will always be a 4-0-2 tile.
its ok. you can build 1 riverside cottage on grass, 1 on plains. you only have 5 food excess post nets if you don't build a farm, with a lot of hills, so either you build farms instead of cottages or you never really get that big. (or work the lake tiles for commerce, i guess).
its a tough call really. if you want to settle turn 0 i think you have to take that spot, and make building the pyramids a top priority. (then your capital could be hammer heavy to pump out workers and settlers and build the pyramids, and can farms and specialists afterwards).
or you can move the settler SW and hope for something yummy to the south. I like settling in place least.
ok ignore this. my internet posted it on a delay, before you posted a second picture. I would have moved to the hill over the forest, but we are fortunate you didn't take my advice. This is a much better city, awesome even, certainly worth losing a turn for settling  .
Please don't go. The drones need you. They look up to you.
January 15th, 2013, 13:31
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with fishing and AH, you can have a +13 food excess at size 6 (working the 4 lake tiles w/ ligthouse). if we can just find the happy we can grow this capital very tall  .
Please don't go. The drones need you. They look up to you.
January 15th, 2013, 14:33
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Another downside to this start is that it doesn't really synergise with our starting techs.
I see our tech path as having to be: Fishing->Mining->AH at least to start with.
I'm not so sure on the build order. There's nowhere we can get the expansive bonus from and not much of use that a worker could initially do until mining.
My only other thought is going Mining first and finish a worker which can then mine a grass hill to speed up the two workboats and get us moving. That might be better.
"You want to take my city of Troll%ng? Go ahead and try."
January 15th, 2013, 14:44
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maybe warrior-workboat-worker?
but we do start with the wheel. why not just go worker-workboat, and build roads on those pesky hills until mining comes in?
also you could researching fishing-Ah-mining-BW and use the excess foodhammers from the crabs and pigs to pop out another worker and/or settler.
Please don't go. The drones need you. They look up to you.
January 16th, 2013, 10:16
(This post was last modified: January 16th, 2013, 18:35 by Twinkletoes89.)
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Turn One
Well I settled my capital in the spot I left my settler last turn and I have decided on my city naming theme
Here's a picture of the land discovered so far with resource bubbles on:
"You want to take my city of Troll%ng? Go ahead and try."
January 16th, 2013, 16:05
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stone!!!! we should totally settle city 2 or 3 for the stone and build the pyramids  . that stone is awesome, pyramids mesh excellent with spiritual.
Please don't go. The drones need you. They look up to you.
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