I ran some quick simulations, more or less confirming what TeddyKGB said earlier. The key is to road this tile with 2 turns left on AH, which then allows us to have a road there, and be ready to pasture the pigs in time.
Small reminder to self: on turn 35 (2600 BC), switch capital from 3H plains hill to a 2F tile, which can be either grass forest or the unimproved fish. It looks like TeddyKGB chose the fish on t35.
By the way, I managed to get the second worker out of the capital on turn 43, whereas it seemed like you did it on turn 44. Was that intentional?
So here's what the situation might look like at turn 46. We'll be a bit slow getting the third city up, but if things go well, we'll have a fourth city up almost after that. The capital can produce another worker after it finishes the settler, while our gold city can build a barracks after the settler and then swithch production to a chariot/axe after we get the strategic resource hooked up with the third city. We'll be able to get 4 cities and 5 workers by turn 60, with hopefully at least 1 axe or chariot in the center of the empire to play zone defense. We should switch to slavery after the capital finishes its settler.
Do we want to formally write this up in detail so we're crystal clear on what to do? We'll also need to discuss our research rate; with the gold we'll be getting quite a bit after one turn of 0%. Finally, we need to decide where to position our warriors for fog-busting.
I agree with scout move 2-3 next turn. And 9-6 or 9-3 on T14 probably. Our capitals borders expand on T25 so we'll get some visibility in this area.
Early Monarchy is definitely should be part of our strategy. I can't see how we can run for Mids in current situation even if we find Stone next turn.
I'll post something on my view of our mid-term goals later.
And our ranks on Demo screen looks 'awesome', but we expected that.
Great summary on other teams openings. Its not important, but I'm pretty sure team CareBears have 17 land and 4 water tiles in BFC.
Quote:
1. Same reasoning as #9 down the list, only I think due to starting with Fish/Agr that they're headed for AH.
2. They started with fishing and mining, so they can work 3H off the bat. On the last turn before the workboat is completed, they can switch from 3H to a tile like 2F 1H 1C (e.g. our deer) and still get the workboat out, but this lets them net a coastal fish and grow in 4 more turns (rather than 5) and thus I assume they are at size 2 (w/zero food overflow) on turn 12 and are almost certainly making a worker. Worldbuilder simulations showed that even with financial fish worked, it's not enough to speed up Agriculture to get it on turn 9, so turn 10 is the most likely bet. The Wheel is not the tech they researched because average rival power did not change.
3. I'm pretty sure this is right, as I tested it in WB where if we work a tile with 1 commerce with the first citizen, AH comes in on turn 13, explaining the lack of score increases.
4. They were the only one to get a tech increase last turn, and on turn 12, average rival power was at 2777 (from 2444 last turn) but another team had grown in population, so the 2000 power generated by AH seems right. But what I'm confused about is that they started with Hunting and Agriculture, so if they worked a tile with 1 commerce, they should have finished Animal Husbandry on turn 11, not turn 12.
5. They started with Fishing/Agriculture, so going worker first is straightforward with a 3H tile. Since it doesn't give commerce, they had to wait until turn 7 to get Hunting, as compared to Team Pony which got it a turn earlier (as that team didn't have to work a 3H tile). The rival average power also went up on turn 7. With Agriculture and Hunting, they are likely researching Animal Husbandry.
6. They were the only ones to get a score increase on turn 8, and the average power went up (Mining gives 2000 soldiers). Since they are expansive, it makes sense for them to work a 3H tile and start with a worker. Also, since their starting techs were Mysticism and Agriculture, they have either rice, wheat, or corn in their capital, showing that the starts are not mirrored.
7. Since they moved their settler inland (first 9 tiles are land) and start with Myst/Mining, they started with a worker while working a 1-commerce tile, thus allowing Agriculture to be done in 9 turns (i.e. done on turn 10).
8. They were the first to get a score increase (on turn 6), and since they started with Wheel/Agriculture, they must have gotten either Hunting or Fishing. However, the rival average power went up, so Hunting it ls. With Hunting and Agriculture, they might be researching Animal Husbandry.
9. They started with Fishing/Mining, so the logical tech is Bronze Working, which takes even longer than AH to research. Starting with Fishing, they probably built a workboat, but then I think they immediately started on a worker after that, thus explaining why they are at size 1 while Team Dinosaurs is at size 2. But they might have been sloppy in micromanagement and thus might not grow until turn 13. If their score doesn't change next turn, we can assume they're building a worker.
3. More reason to be sure M&M on AH is rival best GNP=21 for first turns. (I'm wrong here, read next item on the list)
4. If they worked +1cpt tile, their BPT=FLOOR((8+1+1+1)*1.4)=15. On T11 AH at 165/169 for them. So AH done on T12 is normal for them, I guess. And now I see I was wrong about GNP21 is M&M's only possibility.
5. I'm confused here. I thought team Orgy is #5 on your list and they go for WB first. And on T8 they start working improved Fish while researching AH. So they get max food=7 and max GNP=24 on T8 demo screen (which was taken after they finish T8).
Honestly, in my calculations and later sim I was concentrated on MIT micro. I was sloppy with capitals micro. Glad you improved it.
I was never worked unimproved fish. As I remember, I worked 2/1/0 tile instead 0/3/0 for 1-2 turns. Its up to be decided later.
T44 for BW dont require us to work unimproved fish.
Worker from capital on T44 wasnt intentional. T43 is better obv, thx. And we dont want any overflow from worker, like I get on T44. In this case, overflow is a bad thing, I think.
I will look into possibility to revolt before city#3 settler done. It could get us faster settler for city#3, and we can play with overflow to transform food to hammers here. I dont think delaying slavery is better here.
Yes, I understand you want to revolt while settler on the move. But, imo, its not a big thing here. We'll lose our both big cities production for one turn anyway. And if faster slavery means faster city#3 - its worth it, imo.
We are still have some time to decide and do sims. Maybe slowbuild+chopping is better.
Some slider notes.
I put slider on 50% on T32 and on 0% on T33-34.
On T32 we have 10 commerce output, so its safe to play with slider as you like and not loosing any beaker cause rounding down.
Its possible to keep slider at 100% on T32 as well.
Our next tech goal is Pottery, we dont care much about Agri timing. So slider is TBD to get us Pottery fastest possible.
One more thing, and its kinda funny. We can build StoneHenge!
Well, not build, but put 2h in it for failed gold latter. As I remember, our 2h in warrior will decay after workboat finished, so we can put Barracks or SH in build queue on T24 for 1 turn.
Safety of the worker.
Our worker go out of culture border on T26-27 and come back on T28. If forest will grow on MIT tile before, its one more turn.
We have a warrior to cover, and there should be no enemy warrior near at the time. But its a risk still, with unlucky roll vs animal or Bear. Do you like we preroad MIT still?
Next, we'll have our worker on cow and gold tiles with single warrior to cover. Its could be a gamble too.
I think our worker action close to optimal now, but there is a risk involved and maybe we'll be forced to change it.