LincolnOfRome
Glutton for Punishment
OK, I'm securing the area. Turn 38 and one turn from pottery. I get this message.
Is +2 health worth the risk?
Is +2 health worth the risk?
Last edited:
It doesn't show what the risk is. 50% chance of -1pop in each city IIRC? I think taking that event is useful only for space victories. I'd go with "forget these tests".Is +2 health worth the risk?
LOL!You said Trigo, so I will say tres tristes tigres comieron tres tristes platos de trigo. I hope your cities are not like those three sad tigers.
Chopping workers. I want to get 5 for three cities. Bronze is hooked up. How many axemen should I have?I'd focus all effort on safety. You are in excellent position unless you get screwed by Charlie or barbs. Hooking up copper seems like a good idea. I think I'd rather improve gold than start roading wheat city. You could also consider putting a chop to a worker there and whipping it immediately size 2.
Why?I want to get 5 for three cities.
1-2. Main point is to be safe and stop the war.How many axemen should I have?
To improve quickly and to have workers for fourth city.Why?
War is stopped.1-2. Main point is to be safe and stop the war.
In general, it's better to expand to at least 4 cities as fast as you can. I think I typically have 3 workers at that point. After you have access to granaries with an EXP leader, new cities need exactly one good improved time for quite many turns (grow to 2, whip gran). While working unimproved tiles is not great in general, also having too many improved tiles is moot.To improve quickly and to have workers for fourth city.
Because cap has granary, you should take max benefit from it. I'd drop working the gold for a while and work corn, cow, 2*fp. Cobre can work copper. Perhaps you should start a worker though and put a chop towards it. Getting the axe out in the cap doesn't seem urgent even now that you got out of war.The capital is building an axeman (it has a granary already).
The far northeast, where the silver is located, was where my warrior caught up with the HRE scout. The path back involved running from archers into the forest to the north. This one warrior did a vast majority of scouting to the northeast.First off, you are doing great.Also I have to note that you've neglected plenty of my advice, some of which I repeated in nearly every message. Scouting in the NE is pure insanity (high risk no reward), which can only be explained by the fact that you've played too much emperor.
I did explain this earlier. After the health quest, I took your advice and selected "Forget the tests." A couple turns later, I noticed the capital was one smaller than it should be. It is possible I missclicked. There is still some unhappiness from that quest. If I am going to whip an axeman, I know a trick to two-pop an axeman. You have to feed it less than 5 hammers for one turn and you can get two axemen in two turns.What happened in the capital, did you 1-pop whip an axe? That makes no sense at all. You should GROW in order to 3-pop whip a settler.
Yes, please explain.Early game is about expansion and having enough units to safely expand. There is no reason to slow down. Note that after you've built a granary, it no longer makes sense to slow build any workers/settlers, they should be whipped. I can explain it in more detail if needed.
Hmm ok. I thought you caught the guy just E of 2nd city. Anyway, I think I suggested you to fortify him N of 2nd city. To me, you are moving units very recklessly, causing unnecessary risk. It's a big part of deity mindset just to play as safe as possible, but surely on immortal you can get away with some things.The far northeast, where the silver is located, was where my warrior caught up with the HRE scout. The path back involved running from archers into the forest to the north. This one warrior did a vast majority of scouting to the northeast.
Oh, missed that! Perhaps you should re-load? Losing a pop and getting 10T of unhappiness for a tiny benefit....I did explain this earlier. After the health quest, I took your advice and selected "Forget the tests." A couple turns later, I noticed the capital was one smaller than it should be. It is possible I missclicked. There is still some unhappiness from that quest. If I am going to whip an axeman, I know a trick to two-pop an axeman. You have to feed it less than 5 hammers for one turn and you can get two axemen in two turns.
It's due to the way granary works. Slow building worker/settler transforms 1Yes, please explain.
I noticed the turn I got the other random event that stopped the war. I didn't want to reload after that. I think the herbal quest generates unhappiness for a long time though. I probably should have disabled random events. I don't like many of them.Oh, missed that! Perhaps you should re-load? Losing a pop and getting 10T of unhappiness for a tiny benefit....
Yeh, cottages where needed, maybe chop/whip a worker in 2nd or 3rd city or both.Lay down some cottages?
Don't know really. It's a bit of a crap spot as it doesn't claim anything new and could be on iron. Could go 1E of that too I guess. Eastern spots are pretty decent, but perhaps go 1S with the crab-city so you can place northern one on desert gold. In the marked spot no 1st ring food which is problematic. 1S of desert gold is possible too but that blocks the crab/ivory-spot. On ivory in that case I guess.I can see when the event occurred and reload before that as well. I see your map of possible city sites. Do you like the 3 south and 1 west the most?
I do see the purpose of this city. It can help develop the capital's cottages. It has no special resources, but river grasslands are the most useful of normal terrains. I'm lost, so I'll trust your judgement for the next city.Don't know really. It's a bit of a crap spot as it doesn't claim anything new and could be on iron. Could go 1E of that too I guess. Eastern spots are pretty decent, but perhaps go 1S with the crab-city so you can place northern one on desert gold. In the marked spot no 1st ring food which is problematic.
Main reason to build Moai is failgold. In general, just ignore it, it is too weak. There isn't really a time frame where 2The jungle island could be a Moai Statue city if it has a seafood resource, but that has to wait for sailing.
Corn-city in NW is decent. Production will always come via whip, so a singleHorse and corn city has a second ring strategic resource and is weak in production. Germans will claim it though unless I do first, so settling it will block their advancement. It looks like a good future National Park city, but the game probably won't last that long.
That is probably a wrong reason to not build it in cap. The main question is where do you get it the fastest?I guess Pyramids should go in Trigo. The capital is closer to front lines and can build units.
Well. It's a time to pick a strategy. What do you want to do? I think alpha makes sense since you will be first to it. In general I wouldn't go math for chops really (though here it helps since Mids is a big build) but for math-construction which also seems a good choice if you want to conquer some land.What tech next? Math will help chops. Alphabet will let me trade techs. Meditation & priesthood will let me build Oracle, but I have no marble. Hunting & Archery will let me build new units. Sailing would let me build galleys if the jungle island can be settled. I could build a workboat in Trigo for exploration. All these nice resources can keep my economy strong though I would probably learn better from a weaker map.
In general, softest targets first. Neither one is a weak target, which speaks against elepult, but it's guaranteed to work nevertheless.I am a bit overwhelmed by possibilities now and have problems deciding what is most important. Charlemagne is closest to attack, but protective enemies can be draining. Conquering the Germans would give me dominance in the north part of the map and leave me with less borders with others overall. I would guess that most AI's are in the south. The German scout approached me from the northwest. All other scouts approached me from the south.
I think it's a LOT better to go hunting-alpha or straight to alpha. Archery is useless for you, for now. The main point of an early alpha is to backfill for free.I've thought about it a bit. After writing, hunting > archery > alphabet
Not sure if you do much with a scouting boat. You've met everyone. What are you trying to achieve? In Cobre a worker is higher priority than monument/scout. I get the feeling you worry a bit too much about what is happening with AIs and stuff. It doesn't matter and you can't influence a lot. Try to focus on handling YOUR empire in an efficient way.Becerro - Axeman will finish same turn it gets to population 6. I'll 3-pop the settler and put the overflow into a worker
Trigo - finish granary and build a workboat (the workboat can explore coast and island) then chop into and whip a worker into Pyramids.
Cobre - Finish monument and then build scout (scout can explore civs with open borders) then chop worker.
Sensible.The settler will build a city on the desert hill northwest of Becerro (silk, corn, horse in BFC). Supporting city south of Becerro will be city five.
Sensible, except that you shouldn't leave an axe to cap. That is not why you build tougher units. If N/NE is secured by another axe, scout a bit to the west. This would be the time frame when I start pushing scouting a bit since land is now more or less secure from barbarians.Worker 1 - build cottage in shared Becerro/Cobre tile and chop worker for Cobre.
Worker 2 - improve stone.
Worker 3 - build road to new city location.
Axeman 1 - secure new city location
Axeman 2 - defend Becerro
I welcome any suggestions to improve this plan.