Department of Turnplay

Oops. I wanted to let you all know that the spreadsheet looked off because it started at 0 instead of the turnlog which, idiot me, started as number 1.

Sorry everyone for breaking the turnlog rule and thanks for throwing me under the bus Own. :D
 
Arguing over where to put citizens is about exciting as watching the paint dry on my porch. Granted with 95 degrees F. and 12% humidity, it dries really quickly. I'm just going to leave these details to those more qualified and able to sustain interest. :D
 
Whomp said:
I like the capital as a settler pump and lean towards the 2nd city being a worker pump and 3 and beyond rax/warriors. I see very little advantage to another reg warrior at this point since it won't be upgraded at 90g.
you said it.
 
Bugsy said:
Arguing over where to put citizens is about exciting as watching the paint dry on my porch. Granted with 95 degrees F. and 12% humidity, it dries really quickly. I'm just going to leave these details to those more qualified and able to sustain interest
Everyone has their place. I've seen what you could do in Mag 7+1. No way I'm gonna tell you how to run a war ;). My place turns out to be "good enough to know what I did wrong but dumb enough not to do it a second time". But I think that I've finally broken my habit of mining food bonuses in despotism.
 
The save is available in our gmail account.

Things to do this turn....
1. Move worker NW to forest to chop
2. Move scounting warrior S to hill
3. Always check happiness @ end of turn <-- Should be done every turn since no CAII

That should be it. It seems as though these saves are coming mid-morning on the east coast & I can't play until this afternoon.
 
Tubby Rower said:
The save is available in our gmail account.

Things to do this turn....
1. Move worker NW to forest to chop
2. Move scounting warrior S to hill
3. Always check happiness @ end of turn <-- Should be done every turn since no CAII

That should be it. It seems as though these saves are coming mid-morning on the east coast & I can't play until this afternoon.

I got it... will check in again soon
 
I think warrior west to the mountain to see how long that river runs.

Like I said earlier, and will futz with the spreadsheet again, I think we can keep citizens on the two roaded tiles till we finish the gran without waste, speed of finish or detriment to pop growth.

Does anyone know how to do a F11 analysis? I thought I read something on it but can't remember where. It might be valuable to keep an eye on this for when the others are popping settlers, economics etc.
 
The roaded tiles will start being worked next turn. The food didn't matter this turn (or the previous). Next turn we should be up to 3 pop and the FP wheat can be worked once again and from now on. I've went through and updated the turn number to coincide with our "turn number". I've also set the worker actions through 2430 BC (Turn 34) by then we'll have 4 cities & one more settler that was just made. I have the worker just roading the wines since that tile won't be used for a long time.

EDIT:::removed spreadsheet to update & move to a later post
 
Have we decided on a second city site?

My assumption is that it will go on the floodplain near the second exposed wheat.

If that is the case my next questions are...
1) Is our roaming warior exploring close in for city sites, or far out for contact?

2) Will we be sending settlers out without warrior protection to found new cities?

My favored course of action is to take the warior and explore those nearby mountains, then send him over to second wheat and scope out the best place for our second city (I vote for 'Dunderhead' as the name).
 
I *think* we are getting away with it this time, but the next player should turn on 'emphasize production'.
 
BTW Wines: Instead of 1 food + 1 commerce wines are 2 commerce and 0 food.

I think contact is important so the question is whether it's worthwhile to let the warrior in the capital explore the perimeter and exploring warrior meet someone. BTW these guys need names. Gene Simmons and....I don't know any other Kiss guys. :blush:

City 2...military or workers? In a Single player game this would be a no brainer with a worker pump. What are the risks of another civ rushing the capital and how long before they'd get to us? I am inclined to go worker pump still because I think it would take a while before anyone could reach the capital and by then city 3 would be in place. Big decision here so let's discuss.

Crakie's right emphasize production ASAP!

Since I named the capital I will refrain from giving my vote for the next cities.
 
Dunderhead has my vote. Why not alternate worker-warrior(or archer) in city 2 until city 3 gets online. With the wheat it should grow quicker than the worker can be produced.

BTW, I got an ok from Rik & Regent to check F11 in the old saves. No moving units or anything else. Just status of empire stuff. I'll report back tomorrow on what I find.

EDIT :::: removed the offending 'c' :whipped:
 
Rik Meleet said:
lurker's comment: It's Rik, not Rick ... :mad: ;)
:worship: I'm sorry oh Great Killer Whale :worship:

:hammer: Please don't give me the red mod message
:cringe:
 
To collapse the discussion here and in the scouting thread, depending on what is revealed further out, the grassland between the goodyhut and the wheat, next to the river may be a good place for a city. Food, production, a safe goodyhut pop.

It may be the best of all possible worlds. In which case we may want to name it Dunderhead (Candide).
 
Well, since my suggestion has not been discussed, I repeat: we do have the option of changing our granary to warrior, without wasting the chop shields. The warrior would be produced with 2 shields wasted though. Had we discussed it earlier like I meant to, we would have produced it next turn without waste, if we had 'emphasize production' turned on.

I am leaning more towards upping the lux and let our warrior in the capitol scout the perimeter. Getting IW a turn or so later is not that important compared to city placement. Getting the granary up is asap is also very important.

If the hut doesn't pop after cultural expansion, I like kickbooti's suggestion for our second city.
 
I was just mentioning that the safest way to not get barbs out of the GH is to plant a city right next to it or be expansionist. Since we are not the latter then the former is the easiest way.

The warrior out first won't benefit us as much as the granary. I'd say let Dunder Head deal with military. Simpleton needs to focus on its specialty settlers.

EDIT::: the GH will pop on cultural expansion but the likelihood of barbs is 65%. if we plant next to it its 0%. I agree that city placement is more important than 25G, maps, and possibly a tech.
 
Crakie you may have been right and I was listening but getting that gran up seems a priority. What's the cost of running the warrior out from the capital?
 
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