OK Myself following my own advise... Reading back I see I skipped some stuff too...
And... Do ya'll just hit control-A on every turn?
No I dont, but sometimes it is really usefull....
And... Do ya'll just hit control-A on every turn?
No I dont, but sometimes it is really usefull....
I do think to much war in this game will hinder us more than help us.
5 turns of anarchy surely is worse on quick than on Marathon... Then again, Paratroopers vs Archers/LBs/XBows is fun stuff
Hammi is so close how can we resist
2. I've also been very keen on fish/clam on the West coast and if we build it I think Moai should go here.
Dont know about Moaui, maybe we stick that in the barb city?
4. Then the cow/rice site further South. Either 2E of the cow or 2W of the rice. A lot depends on the land in the fog/irrigating the rice. I would mostly cottage this site.
Then there is the island to settle but we need sailing/galley before that can be done so not essential.
I think the Island is UTMOST important and sailing a priority after CS +1 commerce in every excisting city + a bunch of hills out there.... = big payoff IMHO.
HapHazard said:
Or work 1 scientist at 3, then 2 at 4. Speeding up the academy even a turn is worthwhile.
I think the one scientist will cause Copperfish to not grow in 1 but 2 turns. Thus 2 turns 1 scientists vs 2 scientist 1 turn... doesnt change.
Good points about the windmill on the copper hill...OK, moving 1S would add 1 hammer to the fully developed city. Still loses 2 commerce/turn, and the coast.
Is coast that important to this city? For big traderoutes you need a huge city, this one is never going to go past 10 or so...
2S loses a forest, but might grow a couple more if we get lucky. Same +1 hammer, -2 commerce, lost coast.
Actually +1 hammer on the windmilled copper hill AND +1 hammer -2 commerce working the Marble instead of a mill which then might grow a forest again. So overall +2 hammer -2 commerce.
The 3 tiles down south dont have a big chance to have a forest growing, due to lack of surrounding forrest. The -1 forest we can take the chance I think...
HapHazard said:
You don't want to whip one pop for the library and earlier settler, but now a 2 pop whip for a worker? We need at least three settlers ASAP, with escorts and a worker or three.
Well sitting at the happy cap is generaly not a good idea. The difference is a 1 pop whip with near no gain/overflow and a well timed full food bar 2 pop whip with a lot of overflow (atleast some 19 + 15 = 34 hammers overflow). Offcourse if we need to regrow... a few turns no settlers/workers.
Dont know for sure if building Settler > worker > settler > Worker is a good idea... We need some military and some Zeppelin as well
HapHazard said:
I am not sure we will ever switch out of Enviro -- what would be more useful? Workshops under State Property maybe. But a +1F, +1H, +4C improvement is pretty sweet.
It is sweet but I am a Cottage player myself, unless we turn 2 windmills (2 food) into a scientist.... Commerce wize at some point a Town is going to outplay a Windmill.
Commerce wize with PP, a Village is equal. That is just 6 + 12 = 18 turns to grow... After that, commerce wize it is equal or -1food +3commerce for having Towns.
If we have the happyness to run pop 26 and 6 specialists that is better. But if we are 'stuck' at pop 18 working cottages will prove to be better I think.
HapHazard said:
I do not see us switching out of Enviro at all, and certainly not until Democracy and Emancipation (to cut the painful growing time) at the very earliest. If we bother with Democracy at all, as we race for space.
At the very least we need Emancipation to aid in speeding the cottages along. Needing only 9 turns to grow to "equal" instead of 18. Also US for the hammer.
I can send the Lake Mastiff warrior south to meet up with the settler if we whip and go as fast as we can...
Count the turns though, in 4 turns he can barely make it to the Tundra hill.
HapHazard said:
I am worried that we may not be able to get the techs we need sooner. But knowing two AIs, I guess we take the risk on Alpha and hope.
I think it is likely we will get Pottery and AH on turn 1 of Alpha, Sailing/IW doubtfull.
Math, highly doubtfull.
HapHazard said:
The fish can only be picked up from one tile, so we would have to move inland at least 3 tiles from that.
I am not to keen on that fish. Bear town is good I think where it sits. Any fish town down there will only work the fish. Offcourse 2 scientists and some more coast.
Possibly we get a GS from this city long term, not sure the 8-10 commerce from this city +7.5 beakers/turn from the two scientists is worth it...
Mastiff said:
Go for it, good luck (though probably after the fact)
HapHazard said:
Moving south gains us very, very little: a hammer/turn, and maybe one extra forest later in the game.
1 extra forest is 1 extra specialist with National park and National Epic.
+ 9 GPP is considerable as well as the extra beakers/other stuff.
Mastiff said:
- Forgot to put research to 50%
Not a biggy, a few beakers lost, but not a biggy.
Mastiff said:
Alpha in 5 turns @ 100% (-2 gpt)
That must be the overflow of half a turn at work... Getting Alpha 1 turn earlier
Mastiff said:
- And some good news! No watermill right now...
An extra forest to chop
I think Emmet should finish his preserve (5 turns from now) then move 1 SE Watermill, 1 E Watermill, 1 S Watermill
Mastiff said:
I am glad we didnt send out the settler unescorted... Would have been Barb food
Mastiff said:
Joao Land... Check out the barb archer! Pretty buff. They may be hindering his expansion program!
Yep pretty much like expected thought... Once we settle Bear town, we will get them and free-up Joao from these pests.
Mastiff said:
Good a clean save....
Comments
- Lake Mastiff
Why is it not working the corn??
Why is the Phalanx on MP there??
Wait let me read other comments first...
HapHazard said:
That is VERY ugly! Hills 3, Medic, and March!?!?!?!
Could have started out with just 4? like the Galleys?
And defeated a
few of Joao's archers??
HapHazard said:
I strongly disagree on the zeppelin. Phalanx, followed by another phalanx.
Hmz, 2 Phalanx or 1 Zeppelin? I think I agree we need atleast 1 Phalanx
HapHazard said:
JH should be working the watermill rather than a grass forest preserve - +1 hammer and +1 commerce.
How about swapping the Plains preserve for +1 food +1 commerce instead? Lets see how things work out...
at 12 hammers/turn JH will have nice exact benift from Police State.
at 15 hammers per turn, 30 - 23 = 7 = 5 base overflow
12 + 5 = 17 * 125% = 21 (leaving 2 to finish phalanx #2 on turn 4)
At +6 food JH will grow to 5/23 11/23 17/23 23/23 to pop 9 (1 unhappy)
With 13 base we produce
16 hammers per turn = 32 - 23 = 9 => 7
12 + 7 = 19 * 125% = 23 Phalanx done on turn 3
With 3 phalanx total beeing enough for the moment I think, we can put in 1 turn (15 hammers and MM for the Extra food here! ) to the Zeppelin (turn 4)
At +5 food JH will grow 4/23 9/23 14/23 (+6 food here!) 20/23 (nicely at the end of the food bar)
Then start a worker (insert 19 hammers) and whip it for 2, using the overflow 19 + 17 = 36 * 125% = 45 (60 total) to finish the Zeppelin (53 needed) next turn. Why should then regrow into our happy cap building a Barracks/Airport or hopefully a Granary.
We want the 2 Phalanx I think as well as the zeppelin (check out barb city and the Island). We also NEED the worker BAD! IMHO
HapHazard said:
The phalanx (who should have been moving south already, get him moving this turn!) will finish him off if he tries that.
I agree, get the Phalanx moving NOW and the settler too
HapHazard said:
Also, the workers in those forest tiles should road first (change the orders of the one already working), then preserve.
I disagree... Roads should be kept IMHO to a bare minimum... In 3 turns well before any barbs can make serious problems we have 2 more Phalanx. Let the workers do their preserving.
Except for Namlaim, he needs to road that tile (the road goes towards the National park city) then move 2 south (1 SE, 1 SW actually on the roads) to road towards the Uranium.
Have him spend (barbs permitting) 1 turn roading on each tile (grass/Uranium/1 sw of Uranium) then run to Wheat/Cows (again barbs permitting) to start improving that.
So with the two movement of the worker we use one move to actually move and one move to part-build the road. In effect saving some worker turns.
The new worker from JH, should be completing the roading, hopefully allowing the new city to complete a warrior for the next city MP. I havent counted the exact turns though the city should be able to build a warior inside 5 turns at 2 hammers/turn.
HapHazard said:
But if some of those city produced uber-barbs show up, we are going to want some tougher units of our own.
I am not to worried about them archers, Hill 3 Medic March is not the strongest on offence or even defence on a flat land tile
Forget about taking that baby out when on a hill though
and it has a 50% withdrawal chance too. Possibly it has been serial attacking Joao's capitol and getting the role to keep alive...
Check out Joao's archers, CG2 already. Likely these archers were build before barracks... so that is 5 xp allready... possibly more.
Mastiff said:
If we hold out to macemen... we're golden!
Macemen are some 15-ish or more turns away though, we need some basic defence as well as future MP anyway.
Also a Phalanx is no more than a 1 pop whip, I dont like 1 pop whips at all... It goes against anything that says "good whipping practice"
And what is with this "golden" stuff? All the US people at work are on that as well... must be some kind of hipp thing to say?
Mastiff said:
I want consensus on where the city goes.
I think moving the copperhill south and B-Red (cowheatium), the "City?" mark is the spot.
HapHazard said:
We need several phalanx right away (I would say three more), then more at intervals as we build more settlers and need escorts/fogbusters.
Which works nicely if you count the one beeing build in Lake Mastiff with my above Phalanx>Phalanx>Zeppelin (1 turn) > Worker (1 turn + whip) > Zeppelin 'plan'
It might have been nice to be one turn further along, having alpha and seeing the options available in trade. Atleast Joao and Hammi have met, so some trades will be available. If I have a choice in the matter trade with Joao, getting him friendly is going to be more important than Hammi, Hammi is "soon" dead anyway...
With Joao there it is important to defog the entire eastern coast pretty soon-ish to allow for a coastal traderoute once we get Sailing and Bear Town
Tech:
Complete alpha at 50%
Go for CoL, but run 1 turn 0% research (wait for the Scientist)
Then go 100% all the way thru CoL > Math > CS.
Possibly insert Sailing someplace if we cannot trade for it soon and that island turns out to be Shangrila! (i.e. sea food/Grass hills/happy resource)
Will respond to Sleepless' post above mine later on.