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Commodore Wrote:Okay, so obviously I'm a horrible team mate. Posting micro plans? Nah, I must have assumed mind-reading or something. Oh course, depressingly most of my micro is a gut-level think anyway, so this might be a bit hard.
Okay, so here's the rough idea, the mine and furs might be swapped:
Turn 4, Hunting in, research set to AH (ETA t13). Workers ETA turn 8.
Turns 5, 6, 7, push enter, whine about map.
Turn 8, worker done! He goes to camp furs. Next worker, started.
Turn 9, start camping.
Turn 10, 11, hit enter, bemoan map.
Turn 12, camp done (swap to it), worker moves towards cows.
Turn 13, AH in, BW begun (ETA t22), start pasture.
Turn 14, hit enter, whine more about map.
Turn 15, pasture done, worker goes towards riverside hill, swap to pasture and WB, growth and WB ETA t20
Turn 16, move to furs, hit enter.
Turn 17, start camping furs, hit enter.
Turn 18, 19, hit enter, talk about worst start ever, get depressed.
Turn 20, capital grows, work both pasture and furs to get BW in two and worker out next turn! Worker moves to forest.
Turn 21, worker is bored, other worker moves to forest, cap starts settler.
Turn 22, BW in! Agriculture next. Workers chop out settler...
And so on, at this point things get fuzzier.
This all make sense?
Poked about with some sims. Chatted with Commodore. Decided we should settle the crappy cows/wheat city first. Will have a really slow start. Now have a cunning plan. Details to follow in future.
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Turn 6. Hit enter, whined about map.
The Creative Mr. Sian is researching AH with a double arrow bonus, so nice GNP there buddy.
Also, the wines spot is nicely viable now. Man, a 6/0/2 tile? Is that even possible?
Gut says East Wheatcow is still better, as we have zero culture for the next 50 turns.
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Yeah, east wheatcow indeed still has to be city two. Perhaps we should plant on the 1 tile island instead and then backfill to wines once we have culture (settling restrictions don't apply over water.)
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Gaspar Wrote:Yeah, east wheatcow indeed still has to be city two. Perhaps we should plant on the 1 tile island instead and then backfill to wines once we have culture (settling restrictions don't apply over water.)
That might be a good idea, but that's a bit far to be deciding on yet. Still think stone and wet wheat are higher priorities, but we'll have to see.
Definitely need to pick a name more trollish than East Wheatcow, too. My mind is blanking on any trollish farmlands though.
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Turn 7. Hit enter, whined about the map.
October 10th, 2011, 08:26
(This post was last modified: October 10th, 2011, 09:34 by Commodore.)
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Turn 8, worker done! He goes to encamp the furs. Next worker started.
Okay, a couple things to note, I guess. Yuri obviously researched a tech, and from the demos it looks like it was AH.
Here's the overall view. We do need to check out the icy hill where Zul'Drak is planned, see if there are any interesting resources in the fog, although I doubt it. Gaspar in chat made a good point that possibly the home island looks bleak because it's got all of our strategic resources. I'm curious to see if both copper and horses are in the cap's BFC. Horses are probably one of those grass tiles.
October 10th, 2011, 14:18
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So I'm starting to feel a little bad about taking all these incredibly vital and interesting turns, Gaspar. Did you want to pick up the next save? I'll be able to play it in three hours or so if not.
October 10th, 2011, 18:09
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Go head and play - I won't be able to get it til close to midnight my time.
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October 10th, 2011, 18:34
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Turn 9, start camping.
Realized it takes 4 turns to camp, not 3, when on tundra.
October 10th, 2011, 23:16
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Nothing to say, but I'll try and grab the turn tomorrow if it comes in early-ish (the wife has me going apple picking in the afternoon.) (Please kill me.)
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