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(August 17th, 2024, 21:14)Mjmd Wrote: 1) The worker near boss monsters SHOULD NOT be mining. I next turned him because I didn't want him to waste his current turn, but you can still move him this turn. In general I recommend next turning all your workers in case stuff happens. But ya this kind of vaguely useful 3rd or 4th tile is exactly what I hate using worker turns on. He should be roading towards the uber food site.
I partially disagree with this; a plainsmine can be a worthwhile thing to have available, *especially if you are IMP*, but my main beef with this one is that the tile is not shareable. The forested tile E of the worker can be shared with Small world and the tile NE of the worker can be shared with the capital; both of which are riverside and much better options to mine. Roading towards future expansion is also worthwhile though.
(August 17th, 2024, 21:14)Mjmd Wrote: 2) Capital was auto working (I think) the mine, put it to cottage so it grows a turn faster. Can then 4>2 whip settler. I believe this will line up perfectly with the road if you move the worker this turn.
In general, once cottages start coming online, you want to work them every turn as every missed turn is one less turn of working a town down the line. This is part of why people settle with overlap, so other cities can work the cottages for the capital to grow them into better tiles.
August 18th, 2024, 06:31
(This post was last modified: August 18th, 2024, 06:31 by Mjmd.)
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My main beef with the mine is that the worker can be roading towards a new city speeding up the settler by turns, connecting the trade route for 2c per turn, and will then be in position to improve a grassland pig when its settled. Its the opportunity cost. The mine is a tile you ideally won't work except briefly at size 4 for a turn or 3 every once in a while (over a forest plains hills IE its only +1 hammer) worth majorly delaying your snowball? That uber food site NEEDS a worker on site immediately. Not only that, we have no clue if there is a settler race with ROME for the area, so speeding up the settler via road is also very much worth more than even the normal start city going 2 turns earlier.
BTW I meant to mention this, but I think we should let the gold go for now. I know the city could go 1SW, but we have no clue where half is and moving the spot majorly slows the city down. Eventually we will probably split off some of the food, but just for snowball purposes current spot seems the best. Also, it sort of claims the wet corn. If he wants to contest the corn, that might give opportunity for contesting the gold later depending on how land looks.
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(August 17th, 2024, 21:14)Mjmd Wrote: 1) The worker near boss monsters SHOULD NOT be mining. I next turned him because I didn't want him to waste his current turn, but you can still move him this turn. In general I recommend next turning all your workers in case stuff happens. But ya this kind of vaguely useful 3rd or 4th tile is exactly what I hate using worker turns on. He should be roading towards the uber food site. Boss Monsters can whip its monument this turn and start a work boat. A settler would be nice, but you are short workers so would just focus on getting it a much more useful tile than a plains mine. Getting the seafood will allow it to 4>2whip going forward always having 2 of its own food then the capital and it can share the cow back and forth.
2) Capital was auto working (I think) the mine, put it to cottage so it grows a turn faster. Can then 4>2 whip settler. I believe this will line up perfectly with the road if you move the worker this turn.
3) Assuming plan at dominion is to chop worker out and then grow to 4, put a chop into settler and 4>2 whip one for the gem site?
4) Sucks that the barb pillaged the copper and road. Not sure if its related, but it looks like you lost a couple warriors?
1) I don't think he was mining, I know he just built that road and my plan was to have him rebuild the road south of capital after it was pillaged. But I if I did put him to mining, then that was a rushed mistake. My schedule should be back to normal now, so I'll be more mindful about it.
"and it can share the cow back and forth." broooo my Turn 0 dream is finally coming true!
3) Close! The plan was only to chop a worker out. I hadn't planned beyond that yet. Again, because of this past week's schedule, but I'm planning more out this turn. I knew I'd 4>2 whip a settler out at some point, I want those gems for +Happy, but hadn't considered my next city spots. I'll be looking over them more now.
4) I know I lost at least 1 Warrior, maybe 2.
FYI, a Dutch Work Boat came snooping around 2 tiles north of Dominion, a Rome Scout came from the southwest and is checking out our area. And on T59, someone we haven't met yet built the GLH. It was almost certainly Xist10.
A little extra scouting we found down there, just to show that Rome probably isn't close enough to steal that super food spot:
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That's one of the more disgusting National Epic spots I've seen.
August 19th, 2024, 13:53
(This post was last modified: August 20th, 2024, 00:01 by Mjmd.)
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(August 19th, 2024, 13:09)Tarkeel Wrote: That's one of the more disgusting National Epic spots I've seen.
Ya I haven't been talking much about long term planning as I want to make sure we focus on the early game, but this. Even if 1-3 of those foods ends up being split off (the wet corn, maybe crab to island, and crab /fish to a very much later filler 1E of fish) it will still have 2 food, the spice, and 3 three food lakes.
Don't think the warrior should go too far abroad, but I would be curious to have it step NW to see if there is another way to that gold. If there isn't, right where the warrior is standing would be a great border spot. It would be kind of a weird city where it has to farm its grassland river tiles and has a gold, but still over the river on a hill is pretty good. Or maybe you are right and Rome is even farther away and we don't care and go 1E of the cow to steal a crab, which we could do either way actually.
That is an early GLH, hopefully slowed their expansion down significantly. What are you teching now? I kind of like going for Buddhism if it hasn't fallen and maybe go for Oracle after that.
Once capital is done with granary, can have it slow build a galley. Don't want to whip one, but probably is about time to slow build one.
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We found Rome:
I switched from Writing (50%) to Med to go for Oracle like you mentioned. No religions have been founded yet. Settler is en route to the super food location now.
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1) Looks like those are 2nd ring NON capital borders. There is always push pull with aggressive Rome. If you let them have too much they will just be powerful and hard to stop. If you take too much they will war you instead of another neighbor. Recommended a tile to move the warrior to. Hill by wet corn. IE where I would settle if I was contesting the wet corn. If you see something soon might be worth settling 1st ring horse instead of 1st ring gem, but will see.
2) I took this before leaving some notes, but Boss Monsters probably should have 4>2 a granary. That being said now that its already size 4, maybe a worker instead although a granary is maybe also still in the cards and work 2 coast tiles. I'm not sure where you are planning for this settler to go, but don't see available worker labor. An argument for another worker is that you really want to improve the pig at uber food city and do multiple chops into monument > work boat.
3) The one thing I changed was Dominion put 1 T into a settler. It would just be unhappy if it grew this turn. Should grow it next turn then put settler back.
4) I wrote a bit back that maybe Small World should just build workers instead of a granary. Right now you could 5 turn a worker there. That being said unless you see this and log in or tell me to I left it. Can still 1 pop whip the gran and its ok.
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@Mjmd I made a few of those changes you mentioned.
Someone finished Buddhism this turn, so I switched back to Writing. Without Marble, prechopped forests, or IND, I don't think I'll be able to contest Oracle.
I'm terrified of Rome. They have a noticeably low score than the rest of the field, so I worry they're rushing Praetorians and their Scout has been getting real intimate with my border.
Made a little map to think it over:
![[Image: iVnBOae.png]](https://i.imgur.com/iVnBOae.png)
(added the super food city I'm about to take)
If there isn't an ocean between NA and Rome or Rome and Carthage (assumed), he may have 3 equidistant targets to choose from.
It looks like his score was 2nd on T58, so the score issue could just be from whipping 3x and he simply hasn't finished a tech or gained much population since then, but I'm still a scared little China.
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interesting map, never seen someone doing this. Did you set each pixel by hand? Seems to be quite some work compared to annotated screenshot. Looks nice though.
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Ya it was a little late for Buddhism, its not shocking someone else was thinking along those lines. I'm fine going full bore on getting to currency. Sticking to the basics in a greens game isn't the worst thing.
That is a useful map. It means a couple things if you are correct (and I think you are mostly although where and how much land each has and lengths of borders will impact).
1) scouting south of the middle mountains might be important. Just to see if there is a site that absolutely has to be had down that way. I wouldn't scout far mind you, but just a bit farther approximately down the line double hills but just south of the mountains.
2) You probably don't want to go to war with Coldrain unless he is already dying and you can vulture. While I think you would get the majority of the land and you will have a long border, I think him counterbalancing Dutch and Carthage might be more important. Also, so far there isn't much to fight over with him.
3) The Dutch are both a problem and a counterbalance. While they can take islands from you in a war, its very much in their interest not to let Coldrain conquer you as they would be next. They are a long term naval problem.
4) Speaking of naval there is a clear mountain line dividing you and them, but what is west specifically between you and Carthage? Not a now scouting concern, but maybe after the first island city something to consider.
5) Assuming there is nothing near Coldrain you want I'm fine placing a slightly provocative plant on the hill across the river by the gold if Rome hasn't taken. It will make a great fortress city.
6) Don't be afraid of Rome as long as you have hills on cities. Might force us to tech straight to machinery after currency, but that is doable. Normally it would be construction, but China. Rome really isn't that dangerous pre catapults.
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