SGOTM 03 - Geezers

Ok, now we have three proposals for Coppertownski.:crazyeye: My favourite is Simons' site still. Sams' suggestion is too food poor for my taste. With the fishies it has at least some food supply.

I think alex will have some trouble soon.:) In my test games wars between AIs sharing an island broke out fairly quickly.

Research : I have to check how long myst will take. I think we can squeeze it in as soon as we really need it. St Pete has to grow anyway and could not work the second clam right away, so it is not an urgency. I would like to have AH first.

When do we start the settler for Coppertownski ? I am planning to build a warrior and a galley first in Moscow during my turns.
 
Ok, now we have three proposals for Coppertownski.:crazyeye: My favourite is Simons' site still. Sams' suggestion is too food poor for my taste. With the fishies it has at least some food supply.

I think alex will have some trouble soon.:) In my test games wars between AIs sharing an island broke out fairly quickly.

Research : I have to check how long myst will take. I think we can squeeze it in as soon as we really need it. St Pete has to grow anyway and could not work the second clam right away, so it is not an urgency. I would like to have AH first.

When do we start the settler for Coppertownski ? I am planning to build a warrior and a galley first in Moscow during my turns.

Hmmm. Another warrior after the galley? (so we can give Coppertownski two warriors for its initial defence). Then straight into the settler? I'm guessing if we work the clam/fish again we'll be able to poprush most of the galley, so we can start the settler very soon. The other way would be just to build the settler immediately, which will give us Coppertownski maybe 6 turns earlier (very good), but at a cost of poor initial defence (if the galley is nearby and need arises, we may be able to pull the warrior out of St. P, which is at no risk from barbs and will only have a warrior in it to prevent unhappiness. Or we could take the warrior that's fogbusting in the north nearer to Coppertownski)

I'd also take the worker down to cottage St P, before it finishes the road.

btw is it worth throwing archery in sometime soon? Even if we have axemen, archers are a lot cheaper to build than axemen, and we are going to be running a somewhat hammer-poor civ.
 
Have to have a look at the save myself after work whether another warrior will be necessary. I do not know exactly how our military looks like now.

I thought about archery, too, but I am not too big a fan of archers. However barb axes can appear soon, so we might need some better defenders.
 
Ok, now we have three proposals for Coppertownski.:crazyeye: My favourite is Simons' site still. Sams' suggestion is too food poor for my taste. With the fishies it has at least some food supply.

It really depends how fast we want access to the copper. If we're not in a hurry then the site Simon suggested is better in terms of food but will take longer before we can work the copper The problem with Thrallia's suggestion is that it's not on the coast. My suggestion whilst not best for food snags the copper and is on the coast.

When do we start the settler for Coppertownski ? I am planning to build a warrior and a galley first in Moscow during my turns.

Unless AH shows horses (aka chariots) that we can use soon then I think we need copper soon. Especially if we're skipping Archery. If the warrior you are building is for exploration then a scout might be quicker.

Btw it wouldn't hurt to have a barracks at some point although I think a granary should come before that.
 
It really depends how fast we want access to the copper. If we're not in a hurry then the site Simon suggested is better in terms of food but will take longer before we can work the copper The problem with Thrallia's suggestion is that it's not on the coast. My suggestion whilst not best for food snags the copper and is on the coast.

Umm, isn't the tile NW of Thrallia's spot coastal?
 
Hmmm. Another warrior after the galley? (so we can give Coppertownski two warriors for its initial defence).
I don't think I would start another warrior until after the settler is finished
Then straight into the settler? I'm guessing if we work the clam/fish again we'll be able to poprush most of the galley, so we can start the settler very soon. The other way would be just to build the settler immediately, which will give us Coppertownski maybe 6 turns earlier (very good), but at a cost of poor initial defence
Sooner is better but I am a little leary of walking him around without garranteeing no barbs in his path.

(if the galley is nearby and need arises, we may be able to pull the warrior out of St. P, which is at no risk from barbs and will only have a warrior in it to prevent unhappiness. Or we could take the warrior that's fogbusting in the north nearer to Coppertownski)
yes (if galley is ready)How long will it take to build the galley if we rush the settler and build a warrior?
I'd also take the worker down to cottage St P, before it finishes the road.
I agree, but might then use worker to help chop galley if needed
 
for tech, I'm good for mysticism and AH before writing, although I think we may want writing before AH just because we're going to want libraries fast.

my spot for coppertownski has coast to the NW of it, and once borders pop gets 3 gems and copper, that's why I placed it there. That said, I'm leaning toward Simon's placement because of the food issue and because he seems to be very good at persuasion ;)

The cottage at SP should be built as soon as possible, in my opinion, because every turn we delay it we lose 1 commerce there.

Have we revolted to Slavery yet? if not we should do so while the settler travels to SP.

As for archers...they are cheap to build, but I think I'd rather us get coppertownski up and running and build a couple axes then just trade for archery when we get the alphabet.

BTW, I think we should at also build another couple workboats in Moscow just after the settler to get all those sea resources connected in SP and for coppertownski.
 
I do not think I will be able to get to it still today and I am leaving for a business trip from tomorrow to Friday, so I think it is better I swap with the next player as the discussion is still going on. Sorry for this short notice.
 
Have we revolted to Slavery yet? if not we should do so while the settler travels to SP.

Tsk, Tsk. I always suspected nobody read my writeups. :) Now I have proof. :)
 
Looks like I am up.:cool: I will download and play in about 24hrs.
Here's what I hear:

1.Cottage SP asap
2.Settler/Galley in Moscow Settler to Coppertownski (where ever That is) I am leaning towards moving the warrior with him for insurance.
3.Research Myst/AH- I prefer AH first if we don't need our first build in SP to be obelisk (and I don't think we do) AH lets us see if we have horses while the settler is still alive and gives us flexibility to change course. Myst will still be done in time for an Obe in Coppertownski.

This brings me to what I am still concerned about:confused: I now think Coppertownski should go to Thrallia's site and here's what my math tells me.
1.Simon's spot only has 2 hammers and no better growth potential until the seafood is hooked up. An obe costs 45H (23turns?), It takes 15turns to expand the culture, then 7turns of mining. Thats approximately 45 turns after settling beforewe can even start an ax.This presumes a worker can be transfered at least 6 turns early to get the road built to the copper. Can we afford that long of a delay?
2. Thrallia's spot will never grow fast but farely quickly gives us +3:) and copper is hooked in 7+2(road totown)+2Road to sea (hooks Coppertownski to our empire. With a lighthouse slow growth will still give us a modest amount of commerce from the sea tiles.

I am preparing to duck for cover.:D How's my math?
 
In the results page it looks like Murky Waters and MRB are maintaining a slight lead. They probably settled in place. Hopefully we will see some change as our Moscow grows and we get SP up.
 
This brings me to what I am still concerned about:confused: I now think Coppertownski should go to Thrallia's site and here's what my math tells me.
1.Simon's spot only has 2 hammers and no better growth potential until the seafood is hooked up. An obe costs 45H (23turns?), It takes 15turns to expand the culture, then 7turns of mining. Thats approximately 45 turns after settling beforewe can even start an ax.This presumes a worker can be transfered at least 6 turns early to get the road built to the copper. Can we afford that long of a delay?
2. Thrallia's spot will never grow fast but farely quickly gives us +3:) and copper is hooked in 7+2(road totown)+2Road to sea (hooks Coppertownski to our empire. With a lighthouse slow growth will still give us a modest amount of commerce from the sea tiles.

I am preparing to duck for cover.:D How's my math?

Fairly good marks for the maths. Zero marks for not noticing that I'd already posted up the maths earlier in the thread! :lol:

I'd assumed we'd chop a hill-forest for the obelisk, which shaves its build time to 13 turns. Otherwise I agree with your maths except I thought mining was 5 turns not 7 (I may well be wrong on that though, memorizing worker-action times isn't my strongest point). And you can build the road after the obelisk, while waiting for the culture to expand so you don't need the worker there in advance (That option isn't there for the other spot btw). So the worker can follow the settler/warrior a few turns later.

IIRC I figured the difference between turns for my spot and Thrallia's spot for getting copper hooked up was 25 turns (if we don't want the worker there 3 turns in advance to build the road for the Thrallia spot, 28 turns otherwise). To me, that looks significant but manageable on epic speed (It may increase the importance for us to get archery in the meantime, assuming horses don't turn up).

I don't want to downplay the time difference, I think it is significant. And I can't deny I feel nervous about a city there defended only by warriors during that time. How significant? Well, I think it's pretty unlikely that we'll be at war with another civ during that time, since our nearest neighbours share a continent and so are more likely to go to war with each other, and also because I don't know precisely what the minimum date the AI can declare war is, but I can't recall ever seeing it happen much before 0AD, so I strongly suspect (without being absolutely certain) that even on 'my' spot we'll have the copper before we have any war on our hands. If so then the real risk is from barbs. Archers probably can already appear. I don't know how long we'd have to wait for axemen, though I can't offhand recall ever seeing any on monarch much before 1000BC. There has been some 'informed speculation' in other threads in the past that axemen can only appear either when all civs know bronze working or when a barb city has researched it. *If* that is true, then the huge number of AI opponents may make that condition a lot harder to reach, but this is just speculation (More likely that at least one civ somewhere won't research it early, and less space for barb cities to appear). At any rate, if we go for the high-food spot we will have at least a 25-turn longer period of having to be very careful of barbs - especially since, unlike Moscow, Coppertownski will be too small to poprush a defence in urgent need. Of course we could virtually (or completely?) eliminate that issue by stationing another couple of warriors to fogbust, if we feel we can spare the production to build them.

Then there's the long-term issue. The way I see it, it's not just that Coppertownski will have slow growth in the non-food spot, it'll be that it'll have *zero* growth if we want to get any kind of decent production out of it. The copper tile looks to me like plains-hill. That means no food. That means if you work it, you have zero growth. Full stop. The only way out is to to use another tile that can give you > 2 food. But other than the fish there aren't any. The only other way to get one is to farm over at least one gem instead of mining it, but to do that you'd have to irrigate a chain right back from the river near Moscow, after researching civil service (not gonna happen). Or we can keep Coppertownski on very low growth by not working the copper, perhaps working a hill plus however many gem squares it's grown to. That doesn't look like a very viable city to me. Or you can use it as a commerce city, and just agree not to work the copper at all, except in emergencies, just work the gems plus sea tiles, in which case the city will grow moderately fast and will be viable, but only as a commerce city (and looking at the rest of our island, we're going to have plenty of those!). OTOH if you can work the fish, you have, eventually, a half-decent production city (generating commerce from the gems too) - not outstanding but fair - and that's likely to be a rarity on this map.

So that's the kind of rationale that leads me to strongly favour the site that picks up the fish (and is the reason I picked it that site). I know it is balancing a short term risk against a long term gain, so I wouldn't claim that it is definitely the best spot - it is a matter of opinion. And it's always possible I may have missed something in my reasoning.

Sorry I seem to have rambled far too long, but hey, you implied you like the explanations ;-)
 
my spot for coppertownski has coast to the NW of it, and once borders pop gets 3 gems and copper, that's why I placed it there. That said, I'm leaning toward Simon's placement because of the food issue and because he seems to be very good at persuasion ;)

That whip working well eh :mischief:
 
Looks like I am up.:cool: I will download and play in about 24hrs.
Here's what I hear:

1.Cottage SP asap
2.Settler/Galley in Moscow Settler to Coppertownski (where ever That is) I am leaning towards moving the warrior with him for insurance.
3.Research Myst/AH- I prefer AH first if we don't need our first build in SP to be obelisk (and I don't think we do) AH lets us see if we have horses while the settler is still alive and gives us flexibility to change course. Myst will still be done in time for an Obe in Coppertownski.

Just a couple of points. Although you don't mention I assume point 1 above includes settling SP. :) The second point is that founding SP will hit spare gold and hence research until SP starts paying it's way so time to research may well be longer than the science screen currently shows.
 
DynamicSpirit said:
I'd assumed we'd chop a hill-forest for the obelisk, which shaves its build time to 13 turns. Otherwise I agree with your maths except I thought mining was 5 turns not 7 (I may well be wrong on that though, memorizing worker-action times isn't my strongest point). And you can build the road after the obelisk, while waiting for the culture to expand so you don't need the worker there in advance (That option isn't there for the other spot btw). So the worker can follow the settler/warrior a few turns later.

IIRC I figured the difference between turns for my spot and Thrallia's spot for getting copper hooked up was 25 turns (if we don't want the worker there 3 turns in advance to build the road for the Thrallia spot, 28 turns otherwise). To me, that looks significant but manageable on epic speed (It may increase the importance for us to get archery in the meantime, assuming horses don't turn up).

If you intend to chop a hill then the one worker needs to go with the settler. We already have a warrior over there for partial protection. Another warrior can go later.

EDIT: As I mentioned earlier, founding cities hits research in the short term which is why I would have preferred Writing before then.
 
If you intend to chop a hill then the one worker needs to go with the settler.

I don't think that's necessary. Even with the chopping, the obelisk will take 13 turns to build. The chopping I think takes 5 turns; that should mean the worker doesn't need to be in place until 7-8 turns after the city has been founded
 
Luckily I have internet connection in my hotel, so at least I can take part in the discussion.

Dagnabit, your plan looks good. :goodjob: I would agree to go for AH first. It will take a bit until we have a settler and the galley for Coppertownski. Then we can squeeze in Myst which is pretty cheap. I am quite curious whether we have some horsies around.

Regarding Coppertownski I am still with Simon on his site. I am not yet convinced to change my mind. :) We do not have much land and we need to settle optimal spots in the long run IMO. This means some risks, but I think we should take them.
 
Simon's spot it is. The nervous nellie in me will be chewing fingernails. Hopefully there will be horsies in Moscow's fat cross-but then we will need another worker there with ours migrating west.
 
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