Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
We didn't really get consensus on what to build as our next build item out of XO Cognac. With EDIT: Joao "being smarter" and starting to build Cottages on his P Riv squares, I'm going to suggest that we probably won't be able to easily steal a Worker from Frederick using a Warrior 3. But, a Warrior 3 being completed after a Settler gets built out of XO Cognac could be used as a Military Police Unit.
So, I'm going to suggest that we stick with the original plan--build a Warrior in XO Cognac for 2 turns after completing the Work Boat, then remember to manually switch to building a Settler out of XO Cognac.
We'll probably end up delaying the Revolt into Slavery until after both Settlers have been manually completed.
Once we've got our Settlers built and our Granaries Chopped + Whipped (perhaps 2-pop-whipping a Worker in Paris to overflow into a Granary plus a Chop to finish off the Granary, while using a Chop + raw production + a 1-pop-whip in XO Cognac to complete our Granary), we can debate as to whether it will be better for us to build an exploratory Work Boat or a Chariot to harass Joao.
Knowing the layout of England super early doesn't really excite me, compared to getting up an empire base that can afford to build a Galley and other build items so that we can make use of any tactical exploration information.
We also don't know if we'd accidentally meet another AI by exploring around England early on (think of the Celts).
I haven't had time to play out the Worker stealing, so do it however you feel comfortable. The nice parts about a teleportation war declaration are that:
1. We'll remember to declare war when we still have Warrior 1's movement point available to him
AND
2. We won't make the easy-to-make mistake of "moving" into an AI's Culture to declare war on them, only to go "oh, yeah, that was dumb, I already have Open Borders with that AI, so I wasn't prompted to declare war on that AI"
By manually declaring War and teleporting, these possible mistakes won't happen (and trust me, I've made both mistakes many times, so it's good to avoid such traps).
Sure, Roading the G Riv For that is 1 SE of Paris using Worker 1 also a valid option. The reason why it's good to move to a Forest after Camping the Deer is that it costs us 1 Worker action to move somewhere... either to a Forest or to the G Riv square that is 1 SW of Paris. But, moving to a G Riv square doesn't always cost us a Worker action, so we might as well invest that Worker action in moving to a Forest, which will always cost us a turn of movement (until a Road gets built on said Forest).
Note that if Worker 2 Roads the G For that is 3 NE of Paris, the G that is 2 NE of Paris, and the G For that is 1 NE of Paris, a Paris-built Settler does save 1 turn in settling at north-east City. We'll want the Roads 1 NE of Paris and 2 NE of Paris for certain; if we feel that we can afford the extra 2 Worker turns to build the Road (we already have to move to that Forest on our way back to our empire so it's not 3 extra Worker turns), then we might as well also build the Road 3 NE of Paris.
If we feel that we can't afford those 2 Worker turns, then have Worker 1 go with the original plan of Roading the G For that is 1 NE of Paris and suddenly we can afford those 2 Worker turns.
It does sound that leading with Worker 2 for 2 turns makes sense... one option is that we could move within Frederick's Cultural Borders to a Grassland square and if no Barb Unit was spotted, build a Road then STOP, then move Warrior 1 to join him. If a Barb Unit was spotted, obviously don't stand next to the Barb Unit building a Road and retreat the Worker.
Assuming that we don't encounter Barb Units, for the third turn, we could just complete the Road within Frederick's Culture while our Warrior 1 moves to the GH Riv square, then on the following turn, Warrior 1 could move 1 NW to the G For (2 S of the Fish) and if there are still no Barb Units, we could move Worker 2 two squares to join Warrior 1.
We're going to own Frederick's Cultural Borders eventually, and building a partial Road on one square and a complete Road piece on another square won't speed up the movement of his units, as there won't be 2 adjacent squares of complete Road.
With Warrior 2 heading to Paris now, it will only be a matter of performing all of the micro steps for us to stay on track with our Turn-51 Alphabet plan. Good luck!
EDIT: Out of curiosity, what happens in the test game when we declare war now? Does the Settler run away and do Frederick's Warriors stay in place for a turn?
So, I'm going to suggest that we stick with the original plan--build a Warrior in XO Cognac for 2 turns after completing the Work Boat, then remember to manually switch to building a Settler out of XO Cognac.
We'll probably end up delaying the Revolt into Slavery until after both Settlers have been manually completed.
Once we've got our Settlers built and our Granaries Chopped + Whipped (perhaps 2-pop-whipping a Worker in Paris to overflow into a Granary plus a Chop to finish off the Granary, while using a Chop + raw production + a 1-pop-whip in XO Cognac to complete our Granary), we can debate as to whether it will be better for us to build an exploratory Work Boat or a Chariot to harass Joao.
Knowing the layout of England super early doesn't really excite me, compared to getting up an empire base that can afford to build a Galley and other build items so that we can make use of any tactical exploration information.
We also don't know if we'd accidentally meet another AI by exploring around England early on (think of the Celts).
I haven't had time to play out the Worker stealing, so do it however you feel comfortable. The nice parts about a teleportation war declaration are that:
1. We'll remember to declare war when we still have Warrior 1's movement point available to him
AND
2. We won't make the easy-to-make mistake of "moving" into an AI's Culture to declare war on them, only to go "oh, yeah, that was dumb, I already have Open Borders with that AI, so I wasn't prompted to declare war on that AI"
By manually declaring War and teleporting, these possible mistakes won't happen (and trust me, I've made both mistakes many times, so it's good to avoid such traps).
Sure, Roading the G Riv For that is 1 SE of Paris using Worker 1 also a valid option. The reason why it's good to move to a Forest after Camping the Deer is that it costs us 1 Worker action to move somewhere... either to a Forest or to the G Riv square that is 1 SW of Paris. But, moving to a G Riv square doesn't always cost us a Worker action, so we might as well invest that Worker action in moving to a Forest, which will always cost us a turn of movement (until a Road gets built on said Forest).
Note that if Worker 2 Roads the G For that is 3 NE of Paris, the G that is 2 NE of Paris, and the G For that is 1 NE of Paris, a Paris-built Settler does save 1 turn in settling at north-east City. We'll want the Roads 1 NE of Paris and 2 NE of Paris for certain; if we feel that we can afford the extra 2 Worker turns to build the Road (we already have to move to that Forest on our way back to our empire so it's not 3 extra Worker turns), then we might as well also build the Road 3 NE of Paris.
If we feel that we can't afford those 2 Worker turns, then have Worker 1 go with the original plan of Roading the G For that is 1 NE of Paris and suddenly we can afford those 2 Worker turns.
It does sound that leading with Worker 2 for 2 turns makes sense... one option is that we could move within Frederick's Cultural Borders to a Grassland square and if no Barb Unit was spotted, build a Road then STOP, then move Warrior 1 to join him. If a Barb Unit was spotted, obviously don't stand next to the Barb Unit building a Road and retreat the Worker.
Assuming that we don't encounter Barb Units, for the third turn, we could just complete the Road within Frederick's Culture while our Warrior 1 moves to the GH Riv square, then on the following turn, Warrior 1 could move 1 NW to the G For (2 S of the Fish) and if there are still no Barb Units, we could move Worker 2 two squares to join Warrior 1.
We're going to own Frederick's Cultural Borders eventually, and building a partial Road on one square and a complete Road piece on another square won't speed up the movement of his units, as there won't be 2 adjacent squares of complete Road.
With Warrior 2 heading to Paris now, it will only be a matter of performing all of the micro steps for us to stay on track with our Turn-51 Alphabet plan. Good luck!
EDIT: Out of curiosity, what happens in the test game when we declare war now? Does the Settler run away and do Frederick's Warriors stay in place for a turn?