Caledorn
Emperor
Not much feedback here, so I guess I'll go with my gut feeling (and possibly make things even more difficult for us ). I'll give it until tomorrow, then I'll play the 15 turns and share the save for the next person in line
me: Youve got a rough turnset coming up. Lots of decisions
Caledorn: Yeah, and allowing me the honour of playing these crucial turns may be our biggest problem for the rest of the game Lol But Ill do my very best! Ill settle that city 2w of the sheep, and Im thinking another city somewhere sw of our capital, so we get the benefit of the FPs
me: Im thinking grow to size 4, 2-pop whip a worker, grow to size 3, chop another settler
Caledorn: My biggest concern though is the worker moves, as that really is a challenging thing to me. I never pay attention to chops etc, like Maga has done.
me: Yeah, unless there is something amazing to our east, south west seems like the way to go
We dont want to give Zulu all of that land
Ill take a look at possible worker micro tonight
Caledorn: No, definitely not. Im glad we discovered FPs early.
me: Yeah
Caledorn: If I am to chop the settler, should I prep-chop more forests with the worker we have? I think AH is nearly done if I remember correctly, and Im thinking we want the sheep pastured ASAP right?
me: Right, I think it finishes in 2 turns. Prechopping until then sounds good.
Then maybe farm a FP for the new city to grow on. And start cottages
Then we can use worker 2 to finish the chops into the settler
Once we get roads there will be a lot to do
We might need a third worker out of the new city
But it will be so slow. And we want to grow onto fps. Im not sure whats best there
Caledorn: Sounds like a good offset for a plan
Im not sure if Ill have settler 2 settled within my allotted 15 turns, considering we should let the capital grow to size 4 first (I assume I should build a warrior while growing as we need the defence)
me: Yeah, warrior. Its a 3 turn build working the copper, so depending how long it takes to grow, you might finish a couple
Itll be good to get the sheep online
And I agree the settler probably wont complete on your turn
Caledorn: Do you remember the output of a green sheep pasture? 4/2/x?
me: Should be 4/2/3 since were fin, I think
Not a lot of food in the capital
Caledorn: No its not a great capital site
me: +5 food at size 3, and it doesnt get any better
The second city will have lots of commerce, but no hammers
I think our new cap might go in the south. Lots of juicy land down there
Caledorn: Im not entirely sure the map script balances capital spots for all players evenly either, so we can assume that some of the AIs have better starting spots than us. Which also doesnt help our outcomes @ emperor
me: I think well do ok. I struggle at emperor usually, but if we are stopping every ten turns to strategize, well do really well
Caledorn: I agree. That land down there is really nice.
As everyone can download the save each time someone is up, you and I can post screens using TFW for the team perhaps?
me: And even the north has some pretty good land. Well be able to expand very nicely
I saw you saved the screens there. Its a good idea
Caledorn: Im not sure if there is anyone else in the SG who has access to TFW..
me: No? They should!
We should encourage them to get it.
We can put our pictures there, and it will let them see more unpublished pictures of the main game, too
I think warrior 1 can continue exploring. No need to send him back since we already have a warrior protecting our second city, and the cap can do 3 turn warriors
The next one should head east
Caledorn: I had the same thought. Id like to get the fog around the capital away, so Ill make sure we dont have any black spots of fog hanging around directly south of the capital, then head him se
And the next one can go e yes, possibly turning ne or se, depending on the lands we encounter, as we want him in defensive lands
me: Yep. The one after that will need to stick around to protect the third city, but can uncover any dog to the south that warrior 1 misses
Fog, not dog!
Caledorn: Lol
me: That is, if we can complete it before starting on the settler
Caledorn: True
And that I have no idea about, as I am not very good at analysing things like that in advance (yet)
me: How much food to fill the box from size 3 to 4?
Caledorn: Let me check
6/26
me: Maga might have the right idea about letting the overflow go into a worker or settler before switching off to grow
Caledorn: I have no clue about what forests she has prechopped
me: So that's 5 turns to grow at a +4 food surplus
Caledorn: We have an overflow of 4 hammers at the moment too
me: We should go ahead and put it into the warrior to get that last one out before starting the worker
Caledorn: How many turns will we have to build the worker before we can whip it do you think? If
me: Just 1 to 2-pop whip
Caledorn: But a fast worker cannot be whipped for 1 pop outright. I checked, and it requires 2 pop
Unless I'm doing something wrong that is...
me: Right. Grow to size 4, put one turn into the fw, then 2-pop whip
Caledorn: That sounds more correct based on what I saw yes
Okay, I'm here. I'll have a look at the save sometime tonight, hopefully.
We do! Check the capitol Indira. I sent it to the spot marked with City3, but I find the tile west for it better in case you want a city with floodplains and stoneOkay, I've had a look around a bit.
- I'm curious as to how you got a third city founded in only two turns? We don't have a settler.
I rather have a solid army patrolling and gaining barb-xp and having the cultural advantage of Stonehenge (free obelisks!), than TGW, which is ofc is easily made afterwards. That is ofc my own preferred tactic.- Although Stonehenge would be nice, I'd rather found the stone city and build TGW, especially considering the amount of room to spare on this map.
- For tech, I think the best route is to go Writing>Masonry (in time for our fourth city and a plethora of chops for TGW in Indira)>Mathematics. I'll go into more detail over MM in the future.
- With pottery coming in and Terasvin working two unimproved tiles already, I'm thinking a FW would good for Indira's next build. After this finishes, we can build axemen until stone and Masonry come in.
Also, it seems like the tags inside our territory were lost?
Oops, that's embarrassing that I missed the settler.
Yeah, I have the turn 49 save. For some reason, the tags are MIA.
We should maybe adjust our "rule" about how long we have to play turns, since it seems like 24-48 was a little ambitious. This is meant to be a casual game so I think it makes sense to extend the amount of time we're giving ourselves to play the turns. At the same time, I don't want to take away a time limit completely as that could really slow things down. How about the following: 48 hours to claim the game, and an additional 120 hours (5 days) to play the turnset. That gives a total of a week to play the game from the time the save is posted. If a week passes without a turn report (or at least a post explaining the delay and giving a firm timeframe for when the new save will be posted), then we move to the next person on the list. Is the rest of the team ok with this?
Then I would rather not be on the player list. I am so badly waiting for my turn and having to wait 2 months for one turn would make me loose interest.
Right now, the only thing that is making me check forums several times a day is the game between players. At the beginning, the SG did sound fun since it would go even faster than the Intrateam-Game. But right now it's at the same space, just without the regular fun I get each day by logging on and doing my turn and maybe discussing with my neighbours. Maybe I am just being inpatient here, but still I am not so very fond of that suggestion.
I learn best when it's possible to knit together a pattern between previously happened actions. I find it hard to see that pattern when a game goes really slow.
Even if we are discussing it on the forums here.
But on the other side: Many of you got kids, wife, maybe work that need more time than my fulltime teaching position. Maybe I'm just unreasonable.