SGOTM 18 - BadCiv

I don't recall if the traderoute connects with vision of borders or of cities. I think it's borders. Might be safe to explore a bit further north to be sure, then head back down south to defog the rest.

Kind of a shame with New Flood Central having the tile spread that it does. I don't see any reason to not settle on the plains hill 1W of the copper, but that would leave 2 floodplains unused. Considering it's pure dead tiles around the pair, might be better to just write them off as an unfortunate ungroovy happening.

well, maybe there's something besides desert to the east, still. next turn we'll see what the warrior can see from the bronze hill.
 
I don't recall if the traderoute connects with vision of borders or of cities. I think it's borders. Might be safe to explore a bit further north to be sure, then head back down south to defog the rest.

Kind of a shame with New Flood Central having the tile spread that it does. I don't see any reason to not settle on the plains hill 1W of the copper, but that would leave 2 floodplains unused. Considering it's pure dead tiles around the pair, might be better to just write them off as an unfortunate ungroovy happening.

we can also put a city 3E1S (or 4E1S) of our capital... would share a lot of tiles, but no sense in losing a city where one could exist!
 
I dont like the idea of cramming a city between Washington and Mt. Bronze cause all its useful tiles would be overlap and the rest would be worthless desert/peaks
 
I did some googling and I still couldn't find out whether the trade route econ is dependent on de-fogging the route, the city, the borders, etc.

If we need to de-fog the actual city, that could be tough, since we can't enter Khan's cultural borders yet with our scout. Still, we could try moving the fembot 1N to see if we can peep him from atop the forest hill. Otherwise, we can go south and de-fog the river.

Thoughts on the scout? 1N? Proceed directly south?
 
You know, I don't think we actually need to de-fog anything. We should be good for commerce once we get Writing.
 
I did some googling and I still couldn't find out whether the trade route econ is dependent on de-fogging the route, the city, the borders, etc.

If we need to de-fog the actual city, that could be tough, since we can't enter Khan's cultural borders yet with our scout. Still, we could try moving the fembot 1N to see if we can peep him from atop the forest hill. Otherwise, we can go south and de-fog the river.

Thoughts on the scout? 1N? Proceed directly south?

explore khan's territory and see whether he has bronze, IMHO
 
IMO don't worry about coming back here every turn about where to move the fembot, its OK to just move her around to where you think is best based on our general recommendation (e.g. "try to find the trade route source" or "explore around portugal" or whatever) unless you see something interesting, like another railroad or find another civ's borders or something.
 
I noticed with some dismay that our tech rate was just 60%. I nudged it up to 100%. We need writing as soon as we can get it.

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The fembot suddenly and dramatically bumps into the northern edge of the world. She sets herself up to ride the railroad, but the trip will be short at best, as the railroad is interrupted periodically by impassable mountain peaks. What devilry is this? Is this ancient history, or a psychedelic computer simulation?

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FYI I think Khan has 2 cities already? I can't imagine him having radius-3 culture already.


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The worker is done chopping. Originally we'd had a plan about laying down roads, but then we decided to skip wheel. Do we want to build a farm? On the flood plain? Also, what's our plan for the 2nd worker, finishing next turn? We still intend to double-whip the settler, right?
 
nah Khan's just got 1 city, the Oracle + Palace is 10 :culture: per turn which is how he's already up to third ring
 
iirc the plan was to farm the pigs, have the new worker chop again, double-whip the settler ASAP, and overflow into a granary, and then whip that after 1 turn while working max food. at least, that's what my proposal was. edit: actually, looking back, i had a worker building a road, but since we don't have the wheel, he can't build a road. also, it seems borders haven't expanded yet to farm the pigs, so we might as well farm the floodplain instead.

that sucks about the research rate. :( i think it was set lower to complete bronze working without overflow, but i guess we forgot to change it back due to the sudden regime change. oh well, its not a huge deal; it just means we can run at 100% for awhile even after our second (and maybe third) cities come online. i doubt it will make a difference in terms of when we'll reach aesthetics/alphabet, although it will delay the open borders bonus by a few turns.

that railroad looks crazy; i wonder if it goes all the way around the borders of the map? we should send our warrior to the east to find out.... although I guess he's heading that way already as it is. have the fembot follow it, IMHO!
 
I think that the "intended" settle location was the desert river.

We might need some math on what the worker should be doing. Unless I'm adding this incorrectly, Washington is putting out 12 hammers per turn(towards settlers/workers), since 8f is being eaten by the breeders. Settler costs 100h. Each chop is 20h because we don't have Mathematics yet. We need to be at 40h for a two pop whip. Worker1 is going to waste a turn moving to the grassland forest or the GLH.

Turn 1) 12h created for settler + what looks like 3-5h from worker overflow? So roughly 15h.
Turn 2) Worker1 starts chopping. Another 12h, up to ~27h.
Turn 3) Worker1 finishes chop for 20h and another 12h from capital for putting us at ~59h. Whip.

Pretty sure I'm missing something.
 
that railroad looks crazy; i wonder if it goes all the way around the borders of the map? we should send our warrior to the east to find out.... although I guess he's heading that way already as it is. have the fembot follow it, IMHO!

I'll keep looking around. I doubt it actually leads to anything, considering that it's on the very edge of the map? and it's broken up by peaks to keep you from moving quickly :mad:

We can't start farming the pigs yet because the pigs aren't in our cultural borders, right? :spank:
 
drach: we get 12h/turn, and the 20 from the chop should be coming this turn. so, we need to work the settler for 2 turns, and then we can whip. the overflow could go into a warrior, granary, barracks, or another worker; in any case, once a second chop comes in, we can whip any of those last 3 after working the item for just 1 turn. i recommend we build a granary so we can double the effectiveness of all future whips.
 
I think that the "intended" settle location was the desert river.

We might need some math on what the worker should be doing. Unless I'm adding this incorrectly, Washington is putting out 12 hammers per turn(towards settlers/workers), since 8f is being eaten by the breeders. Settler costs 100h. Each chop is 20h because we don't have Mathematics yet. We need to be at 40h for a two pop whip. Worker1 is going to waste a turn moving to the grassland forest or the GLH.

Turn 1) 12h created for settler + what looks like 3-5h from worker overflow? So roughly 15h.
Turn 2) Worker1 starts chopping. Another 12h, up to ~27h.
Turn 3) Worker1 finishes chop for 20h and another 12h from capital for putting us at ~59h. Whip.

Pretty sure I'm missing something.

Doesn't it take 3 turns to chop?

drach: we get 12h/turn, and the 20 from the chop should be coming this turn. so, we need to work the settler for 2 turns, and then we can whip. the overflow could go into a warrior, granary, barracks, or another worker; in any case, once a second chop comes in, we can whip any of those last 3 after working the item for just 1 turn. i recommend we build a granary so we can double the effectiveness of all future whips.

I also favor a granary. However, keep in mind that the 20 from the chop are already in and the worker is at liberty to move.

So what's the plan -- chop again, farm, or cottage? A cottage seems premature while we're trying to REX, and the only tile that'd be worth farming is the flood plain. I might suggest worker 1 chops and then maybe worker 2 could farm (since he's starting next to the flood plain anyway).
 
I moved the worker 1N and started chopping again. What shall worker 2 do? Farm the floodplain?

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following the mysterious railroad east, we hit... the northeast corner of the world? And the railroad seems to go over an impassible mountain peak and down into the ocean? What is this map?

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Our warrior also hits the eastern edge of the map. Desert as far as the eye can see -- ugh! We could follow the railroad north, or leave that to the fembot and dip southeast looking for more fertile lands (and a better peek at Goldmember's disposition). I favor sending the warrior southeast.
 
My pappy woulda tol' me, "You ride that rail, boy. You ride it." He would've then done an ollie into a Japan air.

Especially since the warrior's already there and it should give him quick movement along it(which might require Engineering/Railroad to take effect?). Of course, Goldmember's ungroovy self could be in there(somehow), which would be Not Good.

Worker1 is chopping, worker2 can either farm the floodplain, mine the plains river hill, or chop. I'd vote the hill over the chop and farm. Floodplain takes longer because of the desert subtile and we only have one more full value chop available for the capital. Worker1 can handle both chops.
 
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