Didn't we have a deal not to contest the deer from TEAM? Or do I misremember?
I have to run.
Is that character a variant? (I just love getting asked that in channel.) - Charis |
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Micro Thread
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I think the relevant lines from the deal are:
Quote:Trolls will settle Marble site, TEAM will settle Stone site, to wit: So no, just not settling with it first ring. Tho having written this - that deer must be Ramune's deer not Deerslayer's deer? I don't think we have any other deer mentioned in deals with TEAM.
...wounding her only makes her more dangerous!
-- haphazard1It's More Fun to be Jack of All Trades than Master of One. (February 7th, 2013, 08:43)zakalwe Wrote: Am I right to assume that all of the ocean tiles that have no tile yields displayed are more than two tiles a fat cross from land? Somewhat useful to know. Anyway, certainly looks like we'll need optics to circumnavigate. Getting there first would be nice. Yes - Ocean tiles should always be 2 tiles from land unless map maker has made a mistake or purposefully positioned ocean besides land. We could go straight towards Optics after Liberalism. (February 7th, 2013, 09:22)zakalwe Wrote: About worker micro, I was staring at it for a while and there are still several competing concerns. The capital needs a couple more cottages soonish, so it can keep growing. OTOH, it also needs the market for happiness, so working the plains hill mine isn't necessarily so bad. Lots of tiles to improve for Deerslayer and Ramune, and we might want to chop Ramune's forest too. The sheep is at 48/51 and should flip to us in a turn or two, but I don't want to lose SoZ. We can keep pushing and steal the deer too, while we're at it. About the mines for Bitter, the one currently in progress should complete on T117, in time to be worked. The other mines aren't really that time critical. It's just the fourth missionary that will be delayed, anyway, should we come up short. WIFOM is good for the moment, but we could send a worker to chop the last third ring forest there just to steal it. Have the other worker move towards the capital area, perhaps. Ramune should win Sheep soonish, but Deer is a lot tougher to get, because they've 2 cities genertaing culture to that tile. Even with SoZ I don't think we can win it unless we work lots of Artist during our GA. Might be worth it, if we don't care what TEAM thinks. Summing up things for the turn orders + some of my own ideas: * 4 Horse workers: 1 worker roads deer, 3 others cottage/road towards Ramune * 3 near BM - 2 Finish the cottage NW from the city - 1 could move straight towards Bitter or cottage 2N from BM or move towards Deerslayer->Ramune as Zakalwe suggested - These workers need to chp also forest from marble city. Might be best done after finishing cottage * Sugar needs still plantation+road turns so 2 workers there are occupied * 2 near WIFOM - 1 goes to chop, 1 moves towards capital to cottage something there * Worker near Weissbier finishes farm and then cottages something near capital (assuming we whip settler here) * If we can do without extra mine near Bitter I would use new worker there to chop the forest towards SoZ instead of road+mine near Bitter - What do you think? (February 7th, 2013, 09:55)novice Wrote: Didn't we have a deal not to contest the deer from TEAM? Or do I misremember? This was discussed during the negotiations as was them leaving the Sheep to us so I would say that culture war to claim also Deer is quite ok although pissing off TEAM might not be the wisest move.
I think we do want the mine 2N of Bitter. Maybe cycle in a worker from BM, around the lake, to do the chop. The worker chopping for WIFOM can improve BM afterwards.
If you know what I mean.
Here's an updated sandbox for T115: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
I played on a bit to check things out. Looks like religion spread and alphabet research will line up pretty nicely at around EOT122. So it's important to keep Bitter on track with missionary production. If we build the mine 2N of Bitter as I suggested, and the other worker makes another mine after finishing his first one, that's all we need in terms of tile improvements. Bitter can then follow the plan from earlier (roughly) and finish the fourth missionary right on target. DIPLO NOTE: Let's make sure M3 spreads religion where we want it, and don't just gift us the missionary. In the worst case, that could disrupt our plan because we'd have too many missionaries. Chopping the forest for Ramune isn't so urgent, because we probably want to maximize our failgold anyway (sorry for going back and forth on this). I would really like to catch some decent whip overflow from WR's settler, at least, meaning it should put two turns into it before 3-whipping it. HN will also produce a fair amount of overflow from its settler build. We could hurry that settler by one turn, but I don't think it's worth it, because we won't be ready for it. So produce it at its current pace, but with some nice overflow. (Keep in mind we can save overflow using wealth if there's a queue to build SoZ.) The workboat in Elephant Beer must be whipped as soon as we've got some hammers into it. Not very elegant, perhaps, but it should be ok. We'll want a fair amount of workers in the area of the fish city when it's settled, to do some chain irrigation. Also remember to finish the 4tF tile to irrigate the capital's corn at some point. The capital can ease up a bit on the scientists once the sugar is connected. Probably no need to pop the scientist until EOT122. Better to fill the food box in preparation for lots of scientists during the GA, and work on that market. In general, wealth and a few units may be good builds until we're back in OR after the GA. We should have liberalism at around EOT130, with 5 more turns of GA to go. (Maybe a turn or two later if we go for a lot of cheap techs first.) Then pick up monotheism and metal casting and go on an infrastructure building/whipping spree after the GA. I would build libraries, universities and maybe monasteries where applicable but think twice about putting hammers into other buildings before we've got the multipliers in place. No reason to turn on research yet. Our expenses are still huge.
If you know what I mean.
All that sounds good so next turns guidelines would be:
* 4 Horse workers: 1 worker roads deer, 3 others cottage/road towards Ramune * 3 near BM - 2 Finish the cottage NW from the city (Afther that chop the marble city forest) - 1 moves and joins the workers roading/cottaging towards Ramune * Sugar needs still plantation+road turns so 2 workers there are occupied * 2 near WIFOM - 1 goes to chop, 1 moves towards capital to cottage something there (farms the 4tF tile probably on the way) * Worker near Weissbier finishes farm and then cottages something near capital * New worker from Ramune roads the tile SE (continues to hill 2N from Bitter after that to mine it)
Few actions for next turn:
* Whip Work boat from Elephant Beer * 1 worker near Elephant beer road ands the other moves N-NW-SW-SW and roads * 2 workers near BM move E of DeerSlayer and road * 2 workers on Deerslayer horse move 2E and finish cottage * Worker NE from WIFOM cottages 1tC tile 2S from BM Where to settle the fish/horse city? I'm suggesting grassland tile 1N from Fish.
I like those worker moves, sounds good. I was also thinking 1N of the fish.
Should we start a settler in WIFOM at size 7? It would catch that chop. We could even whip it, and grow the city for real on a couple more chain-irrigated farms once CS is in. It also gets +1f from the corn at that point. Edit - the settler would be for the island city. No rush to build a settler in Weissbier in that case.
If you know what I mean.
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