McLMan
Afraid of the monkeys
I think it's going to be very crowded. It might be a good idea to let the Settler be our 5th unit.
Niklas said:And by 5th unit you mean instead of the granary, or after?
Uh...right.Ansar the King said:You mean Northwest, right...?
Thanks for reminding me; it's been a long time since I've done any exploring.zyxy said:CB, are you familiar with the "standard practice"? I.e., ideally you only move horizontal or vertical, never diagonal, to uncover the max number of tiles.
Got it.Niklas said:@CB: DON'T let our capitol riot! We're playing emperor, that means one free content citizen only. Work those sliders at every turn!
ControlFreak said:With the poor food condition here, a granary will be necessary in at least one of the core towns. But it may not be best in the capitol. The capitol looks to be decent on sheilds, lets get the early settler out, look for higher food sites and invest the 60s into a barracks and two impis (or veteran warriors to be upgraded).
We have some division of thought on this. I can start a settler, since it won't finish in the next 10 turns, and then we can reexamine the build order.Niklas said:I (almost) definitely want to see a granary next. There are no killer sites for a second town visible (yet), rather lots of semi-nice land that we want to fill up. Building the granary now seems the best long-term investment to me. There is the chance that Scout03 could find a perfect site in the SW, we will know in a few turns and can react accordingly.
It may not, but what are we going to do with the gold?zyxy said:Btw, does it pay off to research alpha at max?
CommandoBob said:We have some division of thought on this. I can start a settler, since it won't finish in the next 10 turns, and then we can reexamine the build order.
Point 2
Worker01 will complete the road this IBT. Next task - mine the BG. Roading the gems is tempting for happy citizens, but we need the shields right now.
Gold can be used for upgrades, or to pay the upkeep of that granary. Don't worry, there'll be a useIt may not, but what are we going to do with the gold?We can't spend money to make units (and will never be able to do that if we stay in Despotism). We might be able to buy a tech with our gold. Or we might have to pay our gold as tribute to some two-bit lout with an aggresive attitude and couple of spears for offense (but wait, we're the Zulus this time).
No, the settler would finish in 6 turns so we don't have the luxury of waiting. We could wait 5 more turns on deciding, but since I want to see a warrior built first I'd like to make the decision here and now. I'm also not sure we have a division of thought, CF's words were given with a lot less intel than what we have now. No food rich locations nearby, and no close opponents, that's my reasons for going for a (warrior and) granary first.CommandoBob said:We have some division of thought on this. I can start a settler, since it won't finish in the next 10 turns, and then we can reexamine the build order.
Road it first, and then mine it. Question is what to do next. According to my scheme, given below, we won't have time to mine a grass before we need it, but we could road it for one extra commerce. Or we could go road the gems. Or we could road towards our next settlement, whereever that will be. This will be when it's time for you to hand off though, so we can wait with the decision.Worker01 will complete the road this IBT. Next task - mine the BG. Roading the gems is tempting for happy citizens, but we need the shields right now.
Yep, we areIt may not, but what are we going to do with the gold?We can't spend money to make units (and will never be able to do that if we stay in Despotism). We might be able to buy a tech with our gold. Or we might have to pay our gold as tribute to some two-bit lout with an aggresive attitude and couple of spears for offense (but wait, we're the Zulus this time).
Hmm. Judging from the minimap I think you may be right about the peninsulae, that there are no exits from them that lead to any AI. I wouldn't hold it for certain though, there could be more desert bridges in different directions.ControlFreak said:I'm almost willing to bet that the SW mountain range ends in a pennisula with no access to AI. The same for the SE. Our best chance at finding someone else is to the NE. I would turn Scout 02 around immediate and head that way. I would also consider running Scout 03 down to finish exploring the SE while we build the granary/settler. Doing it that way delays the SE exploration in favor of getting to the NE sooner. Scout 01 will probably find a dead end in a turn or two and can come back down to explore the SW.
I'd be cautious about trading techs heavily. The more tech trades, the quicker research gets. I think we're best served by slow research in a war game. With quick techs we have to slog through the advent of pikes/muskets basicallly waiting until cavalry show up. Keeping the AI in the AA pits our swordsmen against spears and archers (keeping iron out of their hands with impis). Researching more, means paying higher sheild costs for units (Medis and Knights).dojoboy said:If gold can be made and not losing any time on alpha, let's do it. I like the gold for running deficits and buying techs. I tend to rtrade/buy techs heavily anyway.