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Cern

Discussion in 'Team Mad Scientists' started by Tinkerbell, Jan 10, 2009.

  1. Tinkerbell

    Tinkerbell Prince

    Joined:
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    Location:
    Wageningen, The Netherlands
    So, what to do with CERN?

    a) we need protection
    b) we need more settlers
    c) we have slavery, so we can whip

    I think we need CERN to be size 4 and then whip 2 pop and grow back to 4 and whip etc. Making the general purpose of CERN a (militairy) production city.

    We need 21 :food: to grow, with 5 :food: per turn that's 4 turns (if we do 6 :food: for one turn). So I think we need to build something to grow to pop 4 after the settler so we can build the next settler using the whip.

    Thinking of it, in 3 turn will the settler be done (46 :hammers: + 3 x 9 :hammers: + 40 :hammers) gives us 115 :hammers:.



    BTW: If people prefer a screenshot of a larger size, let me know.
     

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  2. topas

    topas Prince

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    The problem with your proposed growth/slavery-strategy is, that
    - we can't build too much useful stuff, while growing
    - the best things to build right now are workers and settlers, that prevent growth

    Maybe we should consider granery -> warrior after the settler to grow to pop4/5 and then build a couple of workers/settlers.
    While growing we should put chop-yields into workers/settlers.

    I think our plans in CERN depend mostly on the placement of our second city. In case we go for a western city first, it might be interesting to build a workboat for it in CERN to utilize growth.
     
  3. peter grimes

    peter grimes ...

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    Location:
    Queens, New York
    I'm in favor of a workboat soon - we need to be exploring the coasts!

    How would a workboat fit in with the growth / whip / settler schedule?
     
  4. fed1943

    fed1943 Emperor

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    Nov 28, 2005
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    Location:
    Lisbon
    Well, I would say that decision about next site depends on what we want to do with CERN,
    not the opposite.
    If CERN go military, then A=the commerce city becomes very desirable.
    Obvious, then CERN should whip ASAP the granary, build troops and save next whips, when
    possible, to settlers and workers.
    Best regards,
     
  5. HUSch

    HUSch Secret-monger

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    Location:
    Germany
    My opinion:
    Our food/turn is not good enough for a whip strategy
    With pop 5 we have clam and 4*mine/hill, is 10 :food:. Then we 've 13 :hammers: and 16 :commerce: + 1-2 :commerce: from trade.
    After connecting the gems, we take few turns at rice and grow to pop 6, clear we need til then a warrior/holkan.
     
  6. Tinkerbell

    Tinkerbell Prince

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    Location:
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    Btw, next turn we can build something else AND the granary is available...!
     
  7. HUSch

    HUSch Secret-monger

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    Location:
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    This turn
    we build granary first
    2320 BC :food:: 5/26 +2; building: 00/60 + 40 :hammers:, clam, 2* mine
    2280 BC :food:: 7/26 +2; building: 40/60 + 14 :hammers:, clam, 2* mine
    2240 BC :food:: 9/26 +2; building: 54/60 + 14 :hammers:, clam, 2* mine
    warrior
    2200 BC :food:: 11/26 +5; building: 00/15 + 7 :hammers:, clam, rice, mine
    2160 BC :food:: 16/26 +5; building: 07/15 + 4 :hammers:, clam, rice, mine
    2120 BC :food:: 21/26 +5; building: 11/15 + 4 :hammers:, clam, rice, mine
    grow to pop 4 and a warrior for security
    2080BC :food:: 13/28 +4; building: anything + 7 :hammers:, clam, rice, 2* mine
    4 turns to pop 5
     
  8. Tinkerbell

    Tinkerbell Prince

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    I guess we have another chop somewhere in your schedule.
     
  9. topas

    topas Prince

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    I am wandering wheather it might be a good idea to do some pop2-rushs here in the near future until we can grow CERN to something around pop7/8.

    The reason is, that we can convert 13:food: (pop2->pop3) or 14/15:food: (pop3/4->pop4/5) into 30:hammers: with the granery.
    Regrowth from pop2 to pop4 needs 4.5 turns. (with clams+rice and clams+rice+mine/cottage)

    So it might be a good idea to do the following:
    - build warrior/workboat (whatever needed...) and grow to pop4
    - begin settler and rush settler as soon as possible for 2 pops
    - build warrior/workboat (whatever needed...) and grow to pop4 (4-5 tunrs)
    - at pop4 switch production to worker/settler
    - 8 (or 9) turns after last whipping finish another worker/settler for 2 pops
    - regrow ... build warrior/workboat (whatever needed...) and grow to pop4 (4-5 tunrs)
    ... rince'n'repeat 'til growth to something around pop8 in CERN is possible or economy prevents another city
     
  10. HUSch

    HUSch Secret-monger

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    Topas
    Like this

     

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  11. topas

    topas Prince

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    This is exactly what I thought :)

    (When calculating this vs. building settler/workers @pop5 constantly, we lose 34 hammers/food from worked mines, but gain 60 hammers from whipping. Overall we gain 26 hammers. I am now convinced, this is the best way to go for us right now. :))

    Wheather we better work cottage or mine we can always decide upon the current situation (boost research a little or boost unit/building production)

    With pop4 we can switch to worker/settler 1 turn before growth to pop5 to prevent unhappiness, but regrow to pop3 after whipping in 1 turn.
     
  12. HUSch

    HUSch Secret-monger

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    Now this is a picture of CERN
    in few turns we 've iron mine and then 3 mines, hamlet, clam and rice (for Peri)
    11 :hammers: and +4 :food: (with rice) or +2 :food: without.


     

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  13. topas

    topas Prince

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    CERN could build a worker @pop5 after the iron is mined.
     
  14. HUSch

    HUSch Secret-monger

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    In CERN is a wb (9/30) in the pipe, so it 'll be pop 6 before we build a worker; in 2 turns there 'll vanish the unhappy from whipp.
    The wb is for Gott in 10 turns.
     
  15. topas

    topas Prince

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    Ok, didn't remember to started WB.
     

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