Recent content by zyxy

  1. zyxy

    SGOTM 10 - Smurkz

    Xc, sounds like a good idea to me.
  2. zyxy

    SGOTM 10 - Smurkz

    Perhaps, but why? But he won't. AI's leave two longbows per city for protection. So, it would be good to test it. Perhaps you should compare my scheme to yours. I don't see any suffering, in fact, settler first works a lot better, because the cities can grow working developed tiles. Well...
  3. zyxy

    SGOTM 10 - Smurkz

    I don't know if declaring is a good idea. But the reason to declare would of course not be to attack Ghandi's cities, but to prevent him from developing tiles. Our cities are safe right now because he does not have spare units. (But of course we would need some defenders soon.)
  4. zyxy

    SGOTM 10 - Smurkz

    OB means we cannot DoW for 10 turns. By that time, Ghandi could have ivory camped. Apparently his capital borders popped already. Lots of forested tiles means our longbows are relatively safe in Ghandi's lands. So DoW is reasonably safe as long as he cannot hook up metals, and it would...
  5. zyxy

    SGOTM 10 - Smurkz

    Hm, cows and horses just outside the BFC... does that change anything? Should we consider moving 1S? Moving loses 2 ivory (one on river), 2 riverside hills (one with forest) and 2 shared tiles. It also loses a turn, and may give more land to Ghandi. It gains 3 grass (1 riverside forest), 1...
  6. zyxy

    SGOTM 10 - Smurkz

    It depends on cultural borders. Inside borders you get 44 hammers, outside 29. Multiply by 1.75 and you get 50 vs 77 hammers. So the difference is 27 hammers (not 28, I miscalculated it.) These numbers hold inside the BFC, outside the numbers may be different, I don't recall. I agree with...
  7. zyxy

    SGOTM 10 - Smurkz

    settlers 2N and SW-SE is OK for me. But that doesn't help to end the turn, because we also need to decide on the worker. Chopping where it stands loses 28 hammers, I would rather avoid that if possible.
  8. zyxy

    SGOTM 10 - Smurkz

    Good questions! Red 2E is the best site IMO, but it is fairly close with yellow, because yellow has a slight advantage in gold output initially. At size 14, for example, using all land tiles, it can have 6 resources, 4 grassland cottages, 3 plains cottages, 1 mined plains hill, for +3 fpt...
  9. zyxy

    SGOTM 10 - Smurkz

    Thanks, it is was a typo. Ah, good comment! This got me thinking. The rice and corn can (eventually) be watered from the tile SW of the corn. The resulting +7 fpt for the inland blue site can be used to work the ivories, 4 mined grass hills and a cottaged plains tile. Meaning it can get to...
  10. zyxy

    SGOTM 10 - Smurkz

    That's very impressive BL! I did some calculations to check the alternatives. Our eastern settler can go 1S to the Yellow site, or 2N to the Red 2E site. I assumed this settler will found the capital. The western settler has a lot of options. I checked the Blue coastal site 3W1S of the...
  11. zyxy

    SGOTM 10 - Smurkz

    Not if you cottage over the forests. CC (1) + Grassland hill (3) + gold hills (5) + Cow (2) = 11. If you leave the forests, then commerce potential is lower of course. TBH, I am also quite impressed with the yellow site. Option 4 nicely separates commerce (yellow) from production (red).
  12. zyxy

    SGOTM 10 - Smurkz

    I assumed: - CC is 2; 1; 1 or 2; 2; 1 - all resources have their default improvement, and the rice and corn have fresh water. - all hills are mined - grassland and floodplains are cottaged or sometimes farmed. Option 4 has 3 grassland hills (each -1; 3; 0), 1 plains hill (-2; 4; 1), iron...
  13. zyxy

    SGOTM 10 - Smurkz

    I updated the numbers on the fourth option. Not much changed, the future potential of the yellow site improved a bit because of the grass in the south. It is shown here together with option 1 (unchanged): I also attempted the southern option suggested by BL: I think it does not have...
  14. zyxy

    SGOTM 10 - Smurkz

    To resolve the x-posting: I agree. I agree with longbow 1 and explorer. Longbow 2 can go 1SW (better position for exploration next turns), or 1S if that reveals more tiles. At this point, let's stop for discussion on settling, see my previous post. Skipping a bit, FR is definitely good...
  15. zyxy

    SGOTM 10 - Smurkz

    [x-post with BL; his new move leads to slightly different numbers. Nothing that really changes anything, though.] I have been looking at settling spots in combination. Basically there are three options mentioned so far ,with some variants. The first option settles a red town 2E, a blue...
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