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034
Superdeath moving all his stuff back towards his lands. I never saw him sitting on a tile so I dont' think he was trying to camp a copper. He largely moved his warrior from the northwest moving clockwise along the edge of our capital's border until he ran into that mountain peak.
Don't mind the worker. I misclicked while trying to decide what the best thing to do with him was before we find out where Copper and city #2 are next turn. Glad that it doesn't really matter much.
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January 3rd, 2022, 17:32
(This post was last modified: January 3rd, 2022, 17:32 by Krill.)
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We should set up a game of civ where each player had their own clock, which starts ticking once they are the last player to end turn. Once it hits zero the players civ is destroyed a la 1 city elimination.
Last player standing is the winner, conquest or time.
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January 3rd, 2022, 18:55
(This post was last modified: January 3rd, 2022, 18:58 by pindicator.)
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Turn rolled, Copper in predictably bad spot:
I mean, it's good for us in that we can grab a triple food double good copper city. It's bad in that it's in the direction of our nearest opponent as well as in the direction that his copper also points.
Nothing moved or played yet, but we settle 1N of the copper here for certain, no?
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January 3rd, 2022, 18:57
(This post was last modified: January 3rd, 2022, 19:09 by pindicator.)
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Do we play it safe and settle on top of the copper?
Edit: I should add there have been no power gains from either Superdeath or Cornflakes. No Holkans, No WCs. Rushes are looking far less likely.
Suffer Game Sicko
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January 3rd, 2022, 19:15
(This post was last modified: January 3rd, 2022, 19:17 by Zed-F.)
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I'd tend to think we should get the spot we were otherwise going to get anyway 1N of copper, since we probably need the sheep if we want to work both gold. Also that gets the mountains in our culture so we can see anything coming to attack from far away.
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First draft of a dotmap
Suffer Game Sicko
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Maybe for site ordering, city 2 is copper, city 3 is horse & city 4 is cow/banana/floodplain (or vice versa), and then city 5 is maybe to the NW to get the corn / rice / dye if SD lets us? Probably I'm thinking too far ahead, I'm just thinking we'd like to avoid getting cut off from the area to the NW if we can.
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035
Revolted into anarchy and moved the settler north. The question was what to do with the worker? City #2 will be planted on t38 and so we want to move onto the copper on t37 so we can start mining straight away. That leaves only 2 turns for us to do something.
I decided putting 1 turn into a gold mine was the most useful thing to do with those 2 turns. Perhaps though I should have reconsidered hooking up the copper immediately and instead sent the worker south.
I've highlighted the path of the first 2 settlers for cities 2 & 3. I like Krill's idea of turning that population into a triple-whipped settler, but we don't necessarily have to wait to dump a turn of overflow in: with 16 overflow there will be 35/100 into a settler at end of next turn, and that can be triple whipped to give 39 overflow and a 2-turn worker after.
City 2 will take the Wheat when it is founded t38 and City 3 will take the Clam on t40. This will only leave the capital with Pig + Banana + Oasis for tiles, but that will be enough to time another warrior with growth to 4. Then the capital can then set up for whipping into a granary to time when Pottery completes.
I believe timing for research will go something like t42 or 43 for Wheel and t48 for Pottery.
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Oh well, I'm bored now.
1N of the copper is obvious, but it creates an ultra stable border with SD's second city. Pin, I would strongly suggest that you consider your dotmap order and if you want to cram a quick third city down in an unstable area with SD. The problem is that we need something like 34 worker turns just to improve city 2 but it can easily sit at size 6 and work all the resource tiles to give all the commerce we need for the short term. Those 34 turns do not include roads and so we realistically need to get 2 more workers out to get all the roads in place, and then still need to build military units to hold such a city in the unstable region.
The tl;dr is that I think your silver/corn hill city would be the ideal front city, but I don't see how we can actually reach it against SD with IMP.
I think you need to figure out your preferred strategy now: Do you want to force an unstable border and prepare for a catapult invasion, or do you want to focus on a pure HA rush (ie building up maximum population to whip into HA) and just accept whatever border happens.
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Regarding the "whip settler for quick third city", I do want to point out that you may want to reconsider how and when the settler for the pocket double seafood city is going to get built: It requires no workers as there is already a hill mined and it maye be worth considering taking the 5 turn hit now and using that as a third city location, then whipping the settler/worker combo for the horse city as fourth city.
My gut feeling is that this is a bad choice but worth raising it. I think the standard play needs to be followed if we are not trying to force an unstable border: hook food resources asap, get copper hooked so that we can grow on and whip axe/phalanx if needed. Therefore we need to look at the number of workers in hand.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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