So, why pottery all of a sudden after we had planned on Bronze Working all along? Well between us Noble and I knocked out about a half dozen sims yesterday. We tried a couple different tech paths, a couple different opening strategies and these were our conclusions:
So with all that, we liked this sim best. I started this and then NH iterated on it and improved it. I'm sure it can be refined further, and thus I present our crummy micro notes to the rest of the team:
That's a rough idea of what we're up to. Sandbox link is up to date if anyone wants to take a bash at it. Would definitely like some comments, concerns, criticisms, general appreciation of my rugged handsomeness.
- Given toroidal maintenance costs, it is probably a better idea to save those forests for wonders. Getting a bunch of runt cities down with 1 or 2 improved tiles just felt like poor play. I completed a sim yesterday where I clearcut the land, finishing the last two forests at the capital for Stonehenge on T34 with 3 settlers built and settled where I felt like an absolutely terrible player. It also made the 35-50 period just painful.
- We need something to build when we're growing. Both of us ran into having a pile of semi-useless warriors done. Growing on granaries is smart because they're useful.
- The choice between cottages and farms at the capital comes down strongly in favor of the cottages. Even when you run a hardcore specialist economy, you typically cottage your capital. When your first plant costs 2.7 gpt? Its really not an option. Getting cottages down sooner means quicker hamlets, villages and towns and further there's no need for that kind of food surplus at that capital. Between cows, wet corn and 2 floodplains the capital is already +6, which is plenty for our needs.
- Stonehenge is pretty much a gimme if we prioritize it. Is it worth pushing T34 and having an underdeveloped capital or finishing T38 or so and having a capital working 6 improved tiles, a second city working 3 and ready to explode through the next phase of the game? I thought so.
- Its actually debatable whether the Great Lighthouse or Pyramids is a better build for us. Both will defray the expansion costs on this map, but only one of them doubles the hammers into possible fail gold. The decision certainly tilts towards the GLH for reasons we discussed earlier. But it is a decision.
So with all that, we liked this sim best. I started this and then NH iterated on it and improved it. I'm sure it can be refined further, and thus I present our crummy micro notes to the rest of the team:
Quote:T5: Mining in, onto Pottery (6)
T7: worker done, queue worker, farm corn
T9: nothing new, but could finish pottery this turn by working FP if we wanted
T10: corn farm done, work it
T11: Pottery in, worker starts road on corn, onto AH (7)
T12: worker finishes road
T13: second worker available, both workers move to NE FP and cottage; start granary
T14: first cottage done
T15: start second cottage
T16: second cottage done
T17: build road on cow
T18: start cow pasture. AH in, onto BW (6)
T19: cow pasture done, remaining worker goes to PH, swap from cottage to cow
T20: start PH mine, other worker goes to grass hill, granary finishes EOT
T21: start road on grass hill, dump overflow into settler
T22: PH mine done, swap to warrior to grow, road done
T23: road PH mine, other worker moves 1SW and starts road, swap back to settler, BW finishes
T24: roads finish, start Fishing
T25: both workers move to roaded grass hill and put two turns into a mine-chop, settler finishes eot
T26: settler moves towards new city, workers still mine-chopping (cancel), swap to slavery
T27: found USSR, both workers start farming corn, drop slider to 0%, Fishing finishes from free beaker, finish warrior in capital, give grass hill to USSR
T28: start Sailing, tech to 100%, finish corn farm, start worker in capital
T29: one worker finishes mine-chop into granary in USSR, other worker moves 2N onto plains forest, third worker done
T30: start chopping plains forest, one worker goes onto a capital forest to chop, other worker roads to sheep or whatever
T31: USSR grows, work grass mine, start chop at capital, Sailing finishes EOT
T32: third worker can pasture sheep or whatever, chop goes into galley, start Mysticism, drop tech to 0%
T33: whip galley, USSR worker moves 1W and starts cottage, chop at capital finishes settler
That's a rough idea of what we're up to. Sandbox link is up to date if anyone wants to take a bash at it. Would definitely like some comments, concerns, criticisms, general appreciation of my rugged handsomeness.
I've got some dirt on my shoulder, can you brush it off for me?


![[Image: t6a.jpg]](http://dl.dropbox.com/u/16500814/PBEM29/t6a.jpg)
![[Image: t6b.jpg]](http://dl.dropbox.com/u/16500814/PBEM29/t6b.jpg)
![[Image: t7a.jpg]](http://dl.dropbox.com/u/16500814/PBEM29/t7a.jpg)
![[Image: t7b.jpg]](http://dl.dropbox.com/u/16500814/PBEM29/t7b.jpg)
![[Image: t7c.jpg]](http://dl.dropbox.com/u/16500814/PBEM29/t7c.jpg)
![[Image: overview8.jpg]](http://dl.dropbox.com/u/32632104/pbem29/overview8.jpg)