August 13th, 2016, 18:26
(This post was last modified: August 13th, 2016, 18:35 by Alhazard.)
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So I far, I think the 2nd city will have to generate both GS for edu and PP unless there is a killer city site with 3 food.
And it is super important that no city misses their whip cycle since if they cannot slave when we need to be in Caste+Pacifism, they are stuck until we can change civics.
I do agree that we need to balance growing cap and getting settlers out or maintenance will start biting us hard. now I been whipping settlers at cap at 13x/248 but I am going to let it grow just after the settler is 3 whippabe.
I do disagree with workers because when if they might not be necessary now, when we start expanding and if each new city needs 2 workers, they will be a shortage soon. This is because each city will grow way faster than expected due to already having a granary.
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I strongly recommend settling 1N of the Pigs. It's a much better spot, and you will get the Rice via the holy city culture before you need to improve it.
The Furs are really strong tiles. They contribute 15C, which compared to the earlier tests (27BPT / 29BPT) is about a 50% increase to our economy. Also, since 1F = 2H when whipping, they will produce a Settler just as quickly as the hills (maybe a turn or so delay, because of growth, which will then be negated by the next Settler). I could play on to show you, if you'd like.
If you want a Great Prophet as the first great person, I think you need to whip or build a Temple in the Edrine and get it there. Is that possible? The Engineer hammers in the capital are quite valuable in these early stages and we can keep postponing the actual great person to allow cities with Libraries to pass it each time. Also, this means that we no longer need to build a Missionary. However, if we need to keep on delaying the Great Engineer over and over, perhaps we should just generate this and save it for a Golden Age?
If we get a Temple in Edrine and not a Missionary, can we enter Pacifism instead of OR? We don't need a Missionary and the GPP will be quite valuable.
Don't worry too much about whip cycles. Whip away unimproved tiles, otherwise grow. We should be aiming to work every resource tile and 3F tile available to us at all times.
Workers are easy to produce, Settlers are tough. If you have more than 4 Workers now, they will run out of things to do and start improving tiles that are not yet being worked. The main reason to build more than 4 Workers would be that this speeds up Settlers for cities 3/4/5 and so on.
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I thought it was worth it to give a up the long term spot for short term gains but I did test it out now and whipping the worker on T189 did change a lot from when I was testing it earlier. I am ok with settling 1N of pigs.
Now for the Great person generation and missionary builds. I like having missionary in capital so it can also build missonaries for satelite cities and the OR bonus will be very handy when it starts building its multipliers. I don't mind a GE 1st since he can be very flexible if we need to bulb Gunpowder, generate the GA, or rush the Kremlin. Even with the bureau bonus, the extra hammer from the GE does not matter I think? But testing this now if the hamer matters on settler builds while working furs.
The main point of getting 5 workers now is to help found the other cities faster since 3 will need to chop trees around the 2nd city for the settler whip 5->3. and the other 2 will need to chop 1 tree for sure and start roading to city 3 site.
August 13th, 2016, 19:30
(This post was last modified: August 13th, 2016, 19:30 by Alhazard.)
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Also the beakers now aren't that important since we are just putting 280 into Edu and PP to allow 1 GS to bulb them. While waiting for the 1st GS, we can put 200b with scientists into gunpowder in case need to bulb it.
August 13th, 2016, 21:12
(This post was last modified: August 13th, 2016, 21:12 by Alhazard.)
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I would like a demonstration on how the capital should build it's settlers because even working mined marble, horse, and PHM, it needs 4 turns of foodhammers just to make a settler 3 whippable from 6->3. I am having the capital work 1 fur at all times. Working the other fur and cottages and just let the capital grow is tempting but I am very fearful at losing land grab and expansion snowball if we do not build a settlers every 10 turns. I think we should stop at just 3 then let it grow since this is about the time when maintenance becomes bad.
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If only we could whip capital 7->4 while working both furs...
August 13th, 2016, 22:19
(This post was last modified: August 13th, 2016, 22:19 by Alhazard.)
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ok found a way to do so although it wont be working 1 of the said furs immediately/
August 14th, 2016, 01:43
(This post was last modified: August 14th, 2016, 02:03 by Alhazard.)
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There are 2 workers at the tree with 1 chop in it and the chop next turn will be enough to allow the settler to get 3 whipped in time. I forgot to note that a worker has been putting 4 turns so far into a combo mine+chop on the iron. A worker built with settler overflow can complete the 2nd camp.
August 14th, 2016, 11:48
(This post was last modified: August 14th, 2016, 14:02 by Alhazard.)
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New micro
T185:
Adopt HR, Bureau, Slavery, Merc, OR
Found capital NE of marble. Making a worker. Run a citizen. I ran a lot sims and the extra hammer does not matter at this point.
Worker road 1N of cap.
Settler moves to pigs.
Build 280b to Edu.
Any thoughts on explorer move? I think 2NW for now.
T186
Capital whips worker.
Found 2nd city N of pigs. Build Worker and run Engineer.
Worker starts farming corn (1/5)
T187
Capital builds 2nd explorer while working 3/0/1
Both Workers farming corn (3/5)
T188
Finish farming corn (5/5)
T189
Whip worker at 2nd city!
Move both workers to banana
T190
Adopt serfdom.
Have 2nd city build wealth to hold overflow. Work pigs at size 1.
Start building banana plantation (2/6) with serfdom.
3rd worker moves to pigs
T191
Religion get
Capital gets 2nd citizen. Assign to 3/0/2 if not already.
Have 2nd city start on missionary
build banana plantation (4/6) with serfdom.
3rd worker pasture pigs (1/3) with serfdom.
T192
banana plantation done. Reassign 2nd citizen at cap to work it.
3rd worker pasture pigs (2/3) with serfdom.
T193
Capital grows to 3. Assign to 3/0/2 if not already.
workers at banana plantation road S of cap.
Pigs done.
T194
Here is a real question. Worker at capital is whippable on T195 but should we wait until T196 when the whip unhappy wears off so we can get 2 more turns of serfdom in?
Assuming we wait until T196
Capital grows to 4. Build worker working corn, banana, horse and the 2H plains hill.
1 worker S of cap finish road N of cap. Other worker S of cap can move and pasture horse (1/3)
Worker from pigs tile moves E and put 1 turn of farm (irrigate rice if not fresh water)
T195
Worker N of cap put another horse pasture turn (2/3)
Worker on Horse move NW and farm (2/3) with serfdom
Worker SE of cap, move to rice and farm.
T196
Edu should have 280b by now. Reassign to PP.
Missionary done and 2nd city grows. Assign to rice. Build archer
Real question here. With worker on horse, finish horse or farm SE of 2nd city to irrigate it?
I went ahead with irrigation.
Adopt slavery
Whip capital off 2H PH tile.
T197
Capital reassigned from horse to a 3/0/2. Spread religion. Start temple.
Worker SE of cap can move back to horse and road (1/2)
Workers from rice can move SW and road the 3f tile.
Worker from cap can move to marble tile.
T198
Temple done. Dont forget to reassign citizen to priest. Build something for garrison and start library aferwards.
2nd city grows to 3. Worked just improved horse to get 17fh exact to 1 whip the worker next turn
Worker on horse move to PH tile
Workers on SE of 2nd city can road and finish horse pasture.
Worker on marble begin mining (1/5)
T199
Capital to size 4. Work 2nd 3/0/2 tile
Whip off farm in 2nd city for a worker.
Worker on PH mine (1/4)
Workers on horse start camping fur NE of cap (2/4)
Worker on marble mining (2/5)
T200
Capital to size 5. Work fur tile
2nd city works rice and pig. Overflow to a LB if you been making a warrior.
Worker on PH mine (2/4)
Workers on complete camping fur NE of cap
Worker on marble mining (3/5)
Worker 2nd city head to iron
T201
Adopt Caste+Pacifism. GE done so we can start working a scientist in 2nd city now.
2nd city grows to 3, work farm.
Worker on PH mine (3/4)
Workers on camped fur start camping fur to W (2/4)
Worker on marble mining (4/5)
Worker on iron start mining (1/7)
T202
Capitol grows to 6. Can work other fur now.
Worker on PH mine (4/4)
Workers on finish Western fur
Worker on marble mining (5/5)
Worker on iron mine (2/7)
T203
Capitol grows to 7. work all resources plus two 4h mines for 29FH into setter.
2nd city grows to 4. work a 2/1/0 tile
Works on mine move to forest S,SW of cap.
Workers on western fur road eastern fur
Worker on iron mine (3/7)
T203
Capitol grows to 7. work all corn, banana, horse, 2 furs, and two 4h mines for 29FH into setter.
2nd city grows to 4. work a 2/1/0 tile
Works on mine move to forest S,SW of cap.
Workers on western fur road eastern fur
Worker on iron mine (4/7)
T204
2nd city grows to 5. Start settler working pig, rice, unimproved iron and two 1/2/0 tiles.
Works on forest S,SW of cap chop
Workers on eastern fur move to forests E and E,SE of cap
Worker on iron mine (5/7)
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I'm beginning to think that i should wait for the 2nd city to grow to 4 then 1 whip the worker because seeing the unworked rice is bothersome
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