HapHazard said:
Do we have any interest in building a barracks at this time?
Any warrior/Phalanx we build is just going to be basic basic MP/ basic Barb control. I would rahter have 2 Phalanx than 1 Barracks and 1 Phalanx, then that may be just me.
Having Macemen will make it absolutely mute and Para's vs LBs dont need the startup XP either I think.
Only time might be if that barb city is a 1 tile high culture city on a hill.... Do we want to try and take it using a Zeppelin or two along with some CR macemen? Or do we wait till Para's ?
The earlier we take this (possibly UBER?) city the better off we are.
HapHazard said:
National Epic will need to be built somewhere with lots of food. Pacifism might even be worth a try
Or the Epic can go with the park in CopperHill?? What are the odds of finding a high food city that can run 8 (or more) specialists, like the park will do?
Pacifism requires a religion, might part the ways between us and potential trading partners. Getting more GPP with multiple cities... may be worth it or may not...
I wouldnt mind playing more turns to build Lib (3) > Dump into settler (1) > Warrior (1) > Finish Settler (3-ish?) then pausing for a bit so we can see what is the best city to found. 8 turns also sounds like a nice set? And Settler finished is a nice handoff point.
8 turns also might synch in getting Alpha or may just be short one turn. 2 for the wheel + 1 at 0% (wait for the libs to finish) + 6 for Alpha.
We could do the ultimate gamble and hope for either Hamu or Greeny to research Alpha, but that will probably take to long. Skipping Alpha to get it in trade should give us CS 6 turns earlier for not researching Alpha. Ultimately maybe Education 6 turns earlier? and victory 6 turns earlier?
Downside is we dont know when the finaly research Alpha, this could mean a serious delay in Granaries and/or Precious Pastures and/or happy sailing/Lighthouse
Thus possibly harming the victory date more than helping it.
Not worth the gamble I think.
HapHazard said:
We get bonus commerce, and the capital will be able to start producing phalanx.
Well just 2 commerce, nothing major. Still 2 commerce = 3 beakers = 10% of our current research
Once connected no more warriors though... Which is why I would like to slot in a cheap warrior maybe two before the settler, to fogbust and MP our 'home town' cities.
Also NOTE that the roading plan was tuned to settle Copperhill. The red and black roads are still proper, the orange road though is to be moved south.
Atleast one possibly 2 tiles south, maybe even towards the Uranium depending on where we will settle our next city.
HapHazard said:
Iceball copper should be about as strong for hammers as the marble/cow/uranium city.
MAY well be or may not...
The cows do give an immediate +3 hammers, but only +1 food.
The sheep give +2 food, but only 1 hammer. The added Windmill makes it +1 food (overall) and +3 hammers (overall) some quick counting may prove Cow/Marble/Uranium to be better (short term, hammers) vs Copper hill.
Once we get this new city started, Copperfish should focus on building a Galley
HapHazard said:
even against those promoted galleys, with the help of airships
This requires building Zeppelins though and requires you to see the Barb Galleys, the barbs can move 3 tiles! So we need 1 zeppelin to scout then atleast 2 to do damage. Then 2 galleys to actually attack... thats a lot of hammers (150 for the Zeps and 60 for the Galleys).
I would rather see us found CC with 2 Macemen that can take out any incomming or 2 Phalanx to defend. The units can get some "free" xp while defending against the units.
Then get the Galleys from the north and take that damned barb city! Hoping it has instructors that are kept when we capture it, then the draft and/or whip there can produce US an uber army
Dont think national wonders (westpoint etc) can be kept upon capture though...
Sleepless said:
They are in order of preference. Edu, PP, Philo and Chem.
HapHazard said:
four are certainly the techs we are most likely to bulb
I dont like the idea of bulbing PP, I would prefer to not research that at all as we dont need it untill we swap to cottages.
Which in turn will probably not happen untill atleast Democracy, if ever... PP's basic intrest is +1 commerce on villages/towns plus its pre-req to Rep-Parts which we already have.
PP IMHO is low low priority...
HapHazard said:
I am still skeptical of lumbermills. I think forest preserves and more happiness -- for more specialists under caste? -- will be more valuable than a single hammer per lumbermill.
I am just trying to compare ON copper to OFF copper, getting equal hammers. But -3 happy and -2 grasslands, IMHO settling ON copper was definatly the thing to do.
For now atleast if we want to work all the tiles
2 Grass
4 forest (preserves)
1 corn
1 fish
and add 2 scientists that is size 10. Size 10 requires 6 preserves, 2 of which overlap with Jericho... All four forests need to be preserved for the time beeing.
HapHazard said:
I don't understand about "lost" GPP. Since each GP costs more than the one before, GPP can not be lost. If you wait to generate them, you get those later GP more rapidly since they cost less than if you had generated more GP earlier.
My point is if there are 100 turns left in the game... We run 2 scientists all 100 turns we get 1200 GPP.
If we stop running 2 scientists after the first GS for 10 turns we will never catch up again unless we run more scientist/specialists. Which we could do otherwize as well.
Not running 2 scientists 10 turns = 120 GPP less with NO way to compensate for it. Offcourse there is a bigger picture when multiple cities generate GPP... but the basic concept...
Sleepless said:
Regarding whipping 1 pop in JH. This is currently working a 1f2h tile so an immediate lib
1 pop whips are quite useless IMHO, also the 1f2h tile will be a 1f2h2c tile soon and even 2f2h3c watermill soon.
IMHO the turn gained is not valuable because we can run 0% science one turn building up the bank to run 100% longer later on, which will compensate for the 'turn lost' and then some.
MAYBE it would be a good idea if we...
Dump overflow now to Lib
Build Worker 1 turn (make sure to stay under 20 hammers)
Whip Worker for 2 pop and 20+ overflow
Finish library
This delays the library by 1 turn (extra turn on 0%), but giving the extra worker to do work earlier instead of...
Library > Warrior > Settler > Worker
Also we actually have 2! preserves about to finish, so we have 1 happyness to spare! instead of beeing 1 short. Handbuilding Lib > Warrior prior to the settler will allow Jericho to grow into its happy cap (size 8).
I am not sure how many turns Jericho would need to grow to size 8, maybe Lib > Warrior > Warrior > Settler if that brings us to size 8?
While we have copperfish go Lib (whipped)>Phalanx>Phalanx
The second Phalanx can also be a galley if we so desire
We should NOT neglect the offland/island city. If we have the 3rd city on our continent, putting the fourth city on the (is)land would give +4 commerce vs settling on the continent. Thats +10% overall commerce for settling there vs on the continent, we just need the galley to get the settler there.
Also the grass is green there instead of brown, possible grass hills to windmill??
Maybe food for whipping/specialists/settlers/Workers??
Resources? Happy preferably! Adding an extra pop to Jericho cannot be wrong ??!!
another forest preserve completed for a 2f1h2c tile.
No, the first preserve to be done is the plains one, 1f2h2c
The turn after that the grass forest 2f1h2c tile will be ready and the 3rd turn the watermill will finish for a 2f2h3c tile.
And that is a good point on the whips. Compared to epic speed, that would be 6.75 turns remaining. And I would probably whip that on epic, to start getting the +25% beakers in the capital immediately.
I probably wouldnt, just run 0% for a while and catch up later on... Doing some turns on 0% is not harmfull we can run 100% later. The big prize is CS, as long as that is not delayed we are not hurt by any delays in research. In fact we just speed up any tech beyond CS because we probably have Cash to spare and can run 100% thru paper and beyond.
Wish we knew what was under the fog south of the capital.
But I can support this proposal. The marble will be within our borders soon anyway, and those few tiles are not so valuable that leaving the minor gap their will hurt us.
The hammers IMHO are invaluable... 13 hammers for an extra city = 13 GPT if we cash that to gold or even 26GPT if we cash it into a marble wonder. This can support our (growing) empire considerably.
I do not think we can wait for an AI to tech Math -- we will need it for CS before the AI gets to it, most likely. We should not delay our own progress hoping an AI will tech something we need; at least not until we have enough EP to see their research and be sure they will have it available.
Now EP / Courthouses that is a target worth whipping for...
Lets see... Next chop... I.e. when do we need Math for +50% on that?
4 turns on the current watermill for Namlaim
6 turns for the next one
1 turn moving
8 turns for the forest/watermill
===
19 turns, this should make it able for us to pick and choose...
Research Wheel > Alpha > Math > CoL
or Wheel > Alpha > CoL > Math
or even Wheel > Alpha > CoL > Sailing > Math
And probably still get the +50% so I am good with doing Math later...
I am not in favor of turning off research until the academy is built, if we have the cash to keep pushing forward. If we want to go for Alpha and hope to trade, then let us do that as quickly as possible. If we are not going to be able to backfill techs, better to know sooner so we can grab the key ones we need (AH, etc.) and move forward.
I need to DL the save and check our cash situation; not sure exactly where we are there.
We currently have 55 gold in reserve, we can research wheel 1 turn 100% then 2nd turn at more or less 50% (+14 gold).
Then run 0% for one turn while the libraries finish for an additional 30 gold.
So we should have about 99 gold after this (maybe a little more, maybe a little less).
I posted a
detailed calculation here... a few posts back.
It is going to take atleast 10 turns not counting 3 additional turns needed in most spots to get a border pop.
Wheel + 1 turn 0% + Alpha is 9 turns
AH is 99 beakers and we should be making about 50 beakers/turn if not more. If worse comes to worse and we cannot trade for AH we can self research it JIT inside 2 turns, at that time.
Except the city placings.
City placings need more study I think... but we need a settler first so we can play till that point?
I had another quick look at the save and if we give CF the 2 corn it will grow next turn so size 5 just right for a whip on the lib (I think).
Generaly it is better to whip just before growing instead of just after
If we go for Alpha after the wheel what tech are we going to be able to use for trade purposes?
Getting alpha or the settler both would be a good stopping point. However tech trading... we should atleast have Alpha to trade... or at the very VERY least Electricity.
So if we go for Alpha after the wheel (we can turn research off after the wheel till the Academy is built as well) and miss out AH etc I would definitely prefer the cow/wheat site as at least it would have access to some food.
What does missing AH have to do with City choice? Building the settler and researching Alpha should time pretty well. Then the settler still has to walk, settle... possibly expand borders before the tech is needed.
Also waiting 2 turns for the whip in Athens/Copperfish + 6 turns to get the GS = 8 turns is IMHO to long. Waiting some... OK... Like waiting a turn between wheel and Alpha... possibly waiting after Alpha a turn or two? to get the Academy ... Fine...
Waiting 8 turns... *ouch*