Is that character a variant? (I just love getting asked that in channel.) - Charis

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[spoilers] Alhazard and Yossirian's game

Making thread during my 30 min lunch

EDIT:
pass is pbem21
Youtube Channel Twitch aka Mistoltin
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This, or a rotation of this, is your start. Avunt!

Fog reading bad, mkay?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Thanks for the screenshot Commodore! So this is our island. I'm on the road, will post my thoughts later tonight.
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Fully expected that we would need a fishing civ so suprised. Need to sim this out (assuming standard size on monarch cylinder).
Youtube Channel Twitch aka Mistoltin
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Alhazard and I have been chatting about the start. Overall it's fairly food poor, lots of brown, not many forests, too much coast. But we can't really complain since everyone has the exact same start.

Exp, Org and Ind are the traits we're mostly looking at. Cre too. Civ's with an Agri-Wheel start preferred. Alhazard made a sandbox and hopefully we'll get to sim a few options before the snake pick starts.
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So sims

If we get expansive leader with agr/wheel

T0- 1f/2h tile - Start AH
T1- 1f/2h tile
T2- 1f/2c tile
T3- 3f/1c tile (FP)
T4- 3f/1h tile (FP)
T5- 1f/2h tile
T6- 1f/2h tile - worker done EOT with 0 overflow
T7- 3f/1c tile (FP) - warrior start - AH done EOT - worker moves SW and road cancel (roading opens a lot of options later on)
T8- 3f/1c tile (FP) - Mining start (this could be pottery) - Start farm
T9- 3f/1c tile (FP)
T10- 3f/1c tile (FP)
T11 - 5F tile (farm) - farm done - Warrior done EOT
T12 - 5F and 1f/2h - size 3 - Start worker - worker moves SE and finish road
T13 - 5F and 1f/2h - Start pasture
T14 - 5F and 1f/2h
T15 - 5F and 4f/1h/2c - Pasture done
T16 - 5F and 4f/1h/2c - Worker done EOT - Move worker to hill S of corn
T17 - 5F and 4f/1h/2c - Start warrior (both warrior is done and grow to size 3 on same turn) - mine with 1st worker, move 2nd worker to hill
T18 - 5F and 4f/1h/2c - Warrior done EOT - mine done
T19 - 5F and 1f/3h and 4f/1h/2c - Size 3 - Start Settler - Start BW (EDIT: OFC Pottery)
Worker actions now really depend on scouting but we can move both workers to forest NE of capital then road or road corn. Plan is to overflow a lot of production into granary then use avoid growth trick to get cap to size 6 fast then 3 slave out 2nd settler overflowing into another worker.
Youtube Channel Twitch aka Mistoltin
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So played around further with this opening and you actually dont need to use avoid growth trick. Farm grass SE of corn -> road NE forest -> improve FP then mine the plains hill with wine. That 4h tile is very important actually. At T34 have 3 warriors, 3 workers, 2 settlers.
Youtube Channel Twitch aka Mistoltin
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Some more findings. If we are aiming for stonehenge, must have China unless we ignore the pasture. I could get it on T28 with Bismark.
Youtube Channel Twitch aka Mistoltin
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Ok found first mistake in my sims. Definitely better to improve pasture first. Both dry corn and pasture are 5 yield tiles but pasture also gives 2c. smoke

EDIT: and of course pasture finishes 1 turn faster. Now able to get Stonehenge on T27 with bismark of china with this experiment.
Youtube Channel Twitch aka Mistoltin
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Since YossarianLives admitted in chat that he doesn't have a lot of experience with quick speed, I'll write some pointers that I need to reference as well.
Roads are still 2 turns (even on FP)
Forest chop, mines, pastures, cottages are 3 turns (4t cottage on FP)
Farms are 4 turns (5t on FP)

Whips give 20H and 6t of unhappy
For workers/non-exp granary optimal build is whip at 19/40 (14/40 with 25% bonus)
Settlers optimal builds are 24/65 for 3 whip, 44/65 for 2 whips (14/65 and 39/65 with 25% bonus)

EDIT: Forest chops give 13h. 20h with math
Youtube Channel Twitch aka Mistoltin
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